mirror of https://github.com/PCSX2/pcsx2.git
glsl: Replace leftover tabs with spaces in shaderboost.
I believe all glsl files are cleaned up now.
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@ -23,33 +23,33 @@ layout(location = 0) out vec4 SV_Target0;
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// For all settings: 1.0 = 100% 0.5=50% 1.5 = 150%
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vec4 ContrastSaturationBrightness(vec4 color)
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{
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const float sat = SB_SATURATION / 50.0;
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const float brt = SB_BRIGHTNESS / 50.0;
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const float con = SB_CONTRAST / 50.0;
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const float sat = SB_SATURATION / 50.0;
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const float brt = SB_BRIGHTNESS / 50.0;
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const float con = SB_CONTRAST / 50.0;
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// Increase or decrease these values to adjust r, g and b color channels separately
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const float AvgLumR = 0.5;
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const float AvgLumG = 0.5;
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const float AvgLumB = 0.5;
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// Increase or decrease these values to adjust r, g and b color channels separately
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const float AvgLumR = 0.5;
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const float AvgLumG = 0.5;
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const float AvgLumB = 0.5;
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const vec3 LumCoeff = vec3(0.2125, 0.7154, 0.0721);
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const vec3 LumCoeff = vec3(0.2125, 0.7154, 0.0721);
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vec3 AvgLumin = vec3(AvgLumR, AvgLumG, AvgLumB);
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vec3 brtColor = color.rgb * brt;
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vec3 AvgLumin = vec3(AvgLumR, AvgLumG, AvgLumB);
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vec3 brtColor = color.rgb * brt;
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float dot_intensity = dot(brtColor, LumCoeff);
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vec3 intensity = vec3(dot_intensity, dot_intensity, dot_intensity);
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vec3 satColor = mix(intensity, brtColor, sat);
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vec3 conColor = mix(AvgLumin, satColor, con);
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vec3 intensity = vec3(dot_intensity, dot_intensity, dot_intensity);
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vec3 satColor = mix(intensity, brtColor, sat);
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vec3 conColor = mix(AvgLumin, satColor, con);
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color.rgb = conColor;
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return color;
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color.rgb = conColor;
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return color;
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}
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void ps_main()
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{
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vec4 c = texture(TextureSampler, PSin.t);
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SV_Target0 = ContrastSaturationBrightness(c);
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SV_Target0 = ContrastSaturationBrightness(c);
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}
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