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