mirror of https://github.com/PCSX2/pcsx2.git
56 lines
1.4 KiB
GLSL
56 lines
1.4 KiB
GLSL
//#version 420 // Keep it for editor detection
|
|
|
|
/*
|
|
** 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
|
|
|
|
uniform vec4 params;
|
|
|
|
in vec4 PSin_p;
|
|
in vec2 PSin_t;
|
|
in vec4 PSin_c;
|
|
|
|
layout(location = 0) out vec4 SV_Target0;
|
|
|
|
// 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 ps_main()
|
|
{
|
|
vec4 c = texture(TextureSampler, PSin_t);
|
|
SV_Target0 = ContrastSaturationBrightness(c);
|
|
}
|
|
|
|
|
|
#endif
|