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Rearrange postprocessing shaders
[libs/gl.git] / builtin_data / _colorcurve.glsl
1 import flat_effect;
2
3 uniform ToneMapping
4 {
5         float exposure;
6         vec3 brightness_response;
7 };
8
9 uniform sampler2D source;
10 uniform sampler1D curve;
11
12 #pragma MSP stage(fragment)
13 layout(location=0) out vec4 frag_color;
14 void main()
15 {
16         vec4 incoming = texture(source, texcoord);
17         float maxc = max(incoming.r, max(incoming.g, incoming.b));
18         if(maxc>0.0)
19         {
20                 vec3 saturated = incoming.rgb/maxc;
21                 maxc = pow(maxc*exposure+brightness_response.y, brightness_response.x)-brightness_response.z;
22                 float c = min(maxc, 1.0);
23                 float minc = min(saturated.r, min(saturated.g, saturated.b));
24                 incoming.rgb = mix(saturated, vec3(1.0), min((maxc-c)/(1.0-minc), 1.0))*c;
25         }
26         frag_color = vec4(texture(curve, incoming.r).r, texture(curve, incoming.g).r, texture(curve, incoming.b).r, incoming.a);
27 }