diff options
Diffstat (limited to 'src/effects/shaders_ng/leveladjust.frag')
-rw-r--r-- | src/effects/shaders_ng/leveladjust.frag | 47 |
1 files changed, 47 insertions, 0 deletions
diff --git a/src/effects/shaders_ng/leveladjust.frag b/src/effects/shaders_ng/leveladjust.frag new file mode 100644 index 0000000..d8cde59 --- /dev/null +++ b/src/effects/shaders_ng/leveladjust.frag @@ -0,0 +1,47 @@ +#version 440 + +layout(location = 0) in vec2 qt_TexCoord0; +layout(location = 0) out vec4 fragColor; + +layout(std140, binding = 0) uniform buf { + // qt_Matrix and qt_Opacity must always be both present + // if the built-in vertex shader is used. + mat4 qt_Matrix; + float qt_Opacity; + vec3 minimumInputRGB; + vec3 maximumInputRGB; + float minimumInputAlpha; + float maximumInputAlpha; + vec3 minimumOutputRGB; + vec3 maximumOutputRGB; + float minimumOutputAlpha; + float maximumOutputAlpha; + vec3 gamma; +}; + +layout(binding = 1) uniform sampler2D source; + +float linearstep(float e0, float e1, float x) +{ + return clamp((x - e0) / (e1 - e0), 0.0, 1.0); +} + +void main() +{ + vec4 textureColor = texture(source, qt_TexCoord0.st); + vec4 color = vec4(textureColor.rgb / max(1.0/256.0, textureColor.a), textureColor.a); + + color.r = linearstep(minimumInputRGB.r, maximumInputRGB.r, color.r); + color.g = linearstep(minimumInputRGB.g, maximumInputRGB.g, color.g); + color.b = linearstep(minimumInputRGB.b, maximumInputRGB.b, color.b); + color.a = linearstep(minimumInputAlpha, maximumInputAlpha, color.a); + + color.rgb = pow(color.rgb, gamma); + + color.r = minimumOutputRGB.r + color.r * (maximumOutputRGB.r - minimumOutputRGB.r); + color.g = minimumOutputRGB.g + color.g * (maximumOutputRGB.g - minimumOutputRGB.g); + color.b = minimumOutputRGB.b + color.b * (maximumOutputRGB.b - minimumOutputRGB.b); + color.a = minimumOutputAlpha + color.a * (maximumOutputAlpha - minimumOutputAlpha); + + fragColor = vec4(color.rgb * color.a, color.a) * qt_Opacity; +} |