//#version 420 // Keep it for editor detection #ifdef VERTEX_SHADER layout(location = 0) in vec4 a_pos; layout(location = 1) in vec2 a_tex; layout(location = 0) out vec2 v_tex; void main() { gl_Position = vec4(a_pos.x, -a_pos.y, a_pos.z, a_pos.w); v_tex = a_tex; } #endif /* ** Contrast, saturation, brightness ** Code of this function is from TGM's shader pack ** http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=21057 ** TGM's author comment about the license (included in the previous link) ** "do with it, what you want! its total free! ** (but would be nice, if you say that you used my shaders :wink: ) but not necessary" */ #ifdef FRAGMENT_SHADER layout(push_constant) uniform cb0 { vec4 params; }; layout(set = 0, binding = 0) uniform sampler2D samp0; layout(location = 0) in vec2 v_tex; layout(location = 0) out vec4 o_col0; // For all settings: 1.0 = 100% 0.5=50% 1.5 = 150% vec4 ContrastSaturationBrightness(vec4 color) { float brt = params.x; float con = params.y; float sat = params.z; // 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); 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); color.rgb = conColor; return color; } void main() { vec4 c = texture(samp0, v_tex); o_col0 = ContrastSaturationBrightness(c); } #endif