using namespace std;
-namespace {
-
-static const char fragment_src[] =
- "uniform sampler2D texture;\n"
- "uniform sampler1D curve;\n"
- "uniform float peak;\n"
- "uniform float brightness;\n"
- "varying vec2 texcoord;\n"
- "void main()\n"
- "{\n"
- " vec4 sample = texture2D(texture, texcoord);\n"
- " float maxc = max(sample.r, max(sample.g, sample.b));\n"
- " if(maxc>1.0-peak)\n"
- " {\n"
- " vec3 saturated = sample.rgb/maxc;\n"
- " if(maxc>1.0+peak)\n"
- " {\n"
- " sample.rgb = mix(vec3(1.0), saturated, 1.0/pow(brightness, maxc-1.0-peak));\n"
- " }\n"
- " else\n"
- " {\n"
- " float x = (1.0+peak-maxc)/(2.0*peak);\n"
- " sample.rgb = saturated.rgb*(1.0-peak+(1.0-x*x)*peak);\n"
- " }\n"
- " }\n"
- " gl_FragColor = vec4(texture1D(curve, sample.r).r, texture1D(curve, sample.g).r, texture1D(curve, sample.b).r, sample.a);\n"
- "}";
-
-}
-
namespace Msp {
namespace GL {
ColorCurve::ColorCurve():
+ shprog("colorcurve.glsl"),
quad(get_fullscreen_quad())
{
- shprog.attach_shader(get_fullscreen_vertex_shader());
- shprog.attach_shader_owned(new FragmentShader(fragment_src));
- shprog.bind_attribute(get_component_type(VERTEX2), "vertex");
- shprog.link();
-
- shdata.uniform("texture", 0);
+ shdata.uniform("source", 0);
shdata.uniform("curve", 1);
curve.storage(LUMINANCE, 256);