From 122f7306081ccadb178f5b6440fa8e6eed9192c4 Mon Sep 17 00:00:00 2001 From: lightningterror Date: Mon, 27 Aug 2018 14:01:25 +0200 Subject: [PATCH] glsl: Replace leftover tabs with spaces in shaderboost. I believe all glsl files are cleaned up now. --- plugins/GSdx/res/glsl/shadeboost.glsl | 32 +++++++++++++-------------- 1 file changed, 16 insertions(+), 16 deletions(-) diff --git a/plugins/GSdx/res/glsl/shadeboost.glsl b/plugins/GSdx/res/glsl/shadeboost.glsl index 47f740c9ce..c755f5fbea 100644 --- a/plugins/GSdx/res/glsl/shadeboost.glsl +++ b/plugins/GSdx/res/glsl/shadeboost.glsl @@ -23,33 +23,33 @@ layout(location = 0) out vec4 SV_Target0; // For all settings: 1.0 = 100% 0.5=50% 1.5 = 150% vec4 ContrastSaturationBrightness(vec4 color) { - const float sat = SB_SATURATION / 50.0; - const float brt = SB_BRIGHTNESS / 50.0; - const float con = SB_CONTRAST / 50.0; + const float sat = SB_SATURATION / 50.0; + const float brt = SB_BRIGHTNESS / 50.0; + const float con = SB_CONTRAST / 50.0; - // Increase or decrease these values to adjust r, g and b color channels separately - const float AvgLumR = 0.5; - const float AvgLumG = 0.5; - const float AvgLumB = 0.5; + // Increase or decrease these values to adjust r, g and b color channels separately + const float AvgLumR = 0.5; + const float AvgLumG = 0.5; + const float AvgLumB = 0.5; - const vec3 LumCoeff = vec3(0.2125, 0.7154, 0.0721); + const vec3 LumCoeff = vec3(0.2125, 0.7154, 0.0721); - vec3 AvgLumin = vec3(AvgLumR, AvgLumG, AvgLumB); - vec3 brtColor = color.rgb * brt; + vec3 AvgLumin = vec3(AvgLumR, AvgLumG, AvgLumB); + vec3 brtColor = color.rgb * brt; float dot_intensity = dot(brtColor, LumCoeff); - vec3 intensity = vec3(dot_intensity, dot_intensity, dot_intensity); - vec3 satColor = mix(intensity, brtColor, sat); - vec3 conColor = mix(AvgLumin, satColor, con); + vec3 intensity = vec3(dot_intensity, dot_intensity, dot_intensity); + vec3 satColor = mix(intensity, brtColor, sat); + vec3 conColor = mix(AvgLumin, satColor, con); - color.rgb = conColor; - return color; + color.rgb = conColor; + return color; } void ps_main() { vec4 c = texture(TextureSampler, PSin.t); - SV_Target0 = ContrastSaturationBrightness(c); + SV_Target0 = ContrastSaturationBrightness(c); }