Shaders/Cccalibrator: Fix compile errors
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@ -1,7 +1,9 @@
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/*==========================================*\
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/*==========================================*/
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/*=======Calibrator by PavelDurov1488=======*\
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/*=======Calibrator by PavelDurov1488=======*/
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/*==========It's not ready yet...===========*\
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/*==========It's not ready yet...===========*/
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/*===I need to add blur, dynamic noise...===*\
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/*===I need to add blur, dynamic noise...===*/
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/*
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[configuration]
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[configuration]
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@ -69,19 +71,19 @@ float pseudoNoise(vec2 co)
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return fract(sin(dot(vec2(co.x+0.513,co.y+0.4124) ,vec2(12.9898,78.233))) * 43758.5453);// *fract(sin(dot(vec2(co.x+4.231,co.y+3.143) ,vec2(12.9898,78.233)*2.0)) * 43758.5453); //pseudo random number generator
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return fract(sin(dot(vec2(co.x+0.513,co.y+0.4124) ,vec2(12.9898,78.233))) * 43758.5453);// *fract(sin(dot(vec2(co.x+4.231,co.y+3.143) ,vec2(12.9898,78.233)*2.0)) * 43758.5453); //pseudo random number generator
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}
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}
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const vec3 RGBtoY = vec3(0.299, 0.587, 0.114);
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CONSTANT vec3 RGBtoY = vec3(0.299, 0.587, 0.114);
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const vec3 RGBtoI = vec3(0.596,-0.275,-0.321);
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CONSTANT vec3 RGBtoI = vec3(0.596,-0.275,-0.321);
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const vec3 RGBtoQ = vec3(0.212,-0.523, 0.311);
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CONSTANT vec3 RGBtoQ = vec3(0.212,-0.523, 0.311);
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const vec3 YIQtoR = vec3(1.0, 0.95568806036115671171, 0.61985809445637075388);
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CONSTANT vec3 YIQtoR = vec3(1.0, 0.95568806036115671171, 0.61985809445637075388);
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const vec3 YIQtoG = vec3(1.0,-0.27158179694405859326,-0.64687381613840131330);
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CONSTANT vec3 YIQtoG = vec3(1.0,-0.27158179694405859326,-0.64687381613840131330);
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const vec3 YIQtoB = vec3(1.0,-1.10817732668266195230, 1.70506455991918171490);
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CONSTANT vec3 YIQtoB = vec3(1.0,-1.10817732668266195230, 1.70506455991918171490);
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void main()
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void main()
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{
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{
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float2 texcoord = GetCoordinates();
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float2 texcoord = GetCoordinates();
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float2 time = float2(GetTime());
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float2 time = float2(GetTime(), GetTime());
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// int FrameCount = GetFrameCount();
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// int FrameCount = GetFrameCount();
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float4 color = Sample();
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float4 color = Sample();
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// float brightness_scale = GetOption(BRIGHTNESS_SCALE);
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// float brightness_scale = GetOption(BRIGHTNESS_SCALE);
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