+++ /dev/null
-#include "colorcurve.h"
-#include "mesh.h"
-#include "shader.h"
-#include "texture2d.h"
-
-using namespace std;
-
-namespace {
-
-static const char fragment_src[] =
- "uniform sampler2D texture;\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"
- " gl_FragColor.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"
- " gl_FragColor.rgb = saturated.rgb*(1.0-peak+(1.0-x*x)*peak);\n"
- " }\n"
- " gl_FragColor.a = sample.a;\n"
- " }\n"
- " else\n"
- " gl_FragColor = sample;\n"
- "}";
-
-}
-
-namespace Msp {
-namespace GL {
-
-ColorCurve::ColorCurve():
- quad(get_fullscreen_quad())
-{
- shprog.attach_shader(get_fullscreen_vertex_shader());
- shprog.attach_shader_owned(new FragmentShader(fragment_src));
- shprog.link();
-
- set_peak(0.2);
- set_brightness(1.5);
-}
-
-void ColorCurve::set_peak(float p)
-{
- if(p<0 || p>1)
- throw invalid_argument("ColorCurve::set_peak");
- shdata.uniform("peak", p);
-}
-
-void ColorCurve::set_brightness(float b)
-{
- if(b<1)
- throw invalid_argument("ColorCurve::set_brightness");
- shdata.uniform("brightness", b);
-}
-
-void ColorCurve::render(const Texture2D &color_buf, const Texture2D &)
-{
- Bind _bind_shader(shprog);
- shdata.apply();
- Bind _bind_tex(color_buf);
- quad.draw();
-}
-
-} // namespace GL
-} // namespace Msp