mgba/res/shaders/gba-color.shader/gba-color.fs

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2017-04-13 12:39:35 +00:00
varying vec2 texCoord;
uniform sampler2D tex;
uniform vec2 texSize;
uniform float darken_screen;
uniform float target_gamma;
uniform float display_gamma;
uniform float sat;
uniform float lum;
uniform float contrast;
uniform float blr;
uniform float blg;
uniform float blb;
uniform float r;
uniform float g;
uniform float b;
uniform float rg;
uniform float rb;
uniform float gr;
uniform float gb;
uniform float br;
uniform float bg;
void main() {
vec4 screen = pow(texture2D(tex, texCoord), vec4(target_gamma + darken_screen)).rgba;
vec4 avglum = vec4(0.5);
screen = mix(screen, avglum, (1.0 - contrast));
mat4 color = mat4(r, rg, rb, 0.0,
gr, g, gb, 0.0,
br, bg, b, 0.0,
blr, blg, blb, 1.0);
mat4 adjust = mat4((1.0 - sat) * 0.3086 + sat, (1.0 - sat) * 0.3086, (1.0 - sat) * 0.3086, 1.0,
(1.0 - sat) * 0.6094, (1.0 - sat) * 0.6094 + sat, (1.0 - sat) * 0.6094, 1.0,
(1.0 - sat) * 0.0820, (1.0 - sat) * 0.0820, (1.0 - sat) * 0.0820 + sat, 1.0,
0.0, 0.0, 0.0, 1.0);
color *= adjust;
screen = clamp(screen * lum, 0.0, 1.0);
screen = color * screen;
gl_FragColor = pow(screen, vec4(1.0 / display_gamma + (darken_screen / 8.)));
}