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fix image-adjustment shader
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1 changed files with 4 additions and 5 deletions
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@ -16,7 +16,7 @@ layout(std140, set = 0, binding = 0) uniform UBO
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#define contrast 1.0 // image contrast; default 1.0
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#define luminance 1.0 // image luminance; default 1.0
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#define bright_boost 0.0 // adds to the total brightness. Negative values decrease it; Use values between 1.0 (totally white) and -1.0 (totally black); default is 0.0
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#define R 0.5//1.0
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#define R 1.0
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#define G 1.0
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#define B 1.0
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#define ZOOM 1.0
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@ -55,7 +55,6 @@ vec3 grayscale(vec3 col)
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void main()
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{
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vec2 fragcoord = vTexCoord.xy * (global.SourceSize.xy / global.SourceSize.zw);
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vec3 res = texture(Source, vTexCoord).rgb; // sample the texture
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vec3 gamma = vec3(monitor_gamma / target_gamma); // setup ratio of display's gamma vs desired gamma
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vec3 AvgLumin = vec3(0.5, 0.5, 0.5);
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@ -66,14 +65,14 @@ vec2 fragcoord = vTexCoord.xy * (global.SourceSize.xy / global.SourceSize.zw);
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conColor = clamp(conColor * luminance, 0.0, 1.0); // apply luminance
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conColor += vec3(bright_boost); // apply brightboost
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conColor *= vec3(R, G, B);
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if (fragcoord.y > V_OSMASK && fragcoord.y < (1.0 - V_OSMASK))
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if (vTexCoord.y > V_OSMASK && vTexCoord.y < (1.0 - V_OSMASK))
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conColor = conColor;
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else
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conColor = vec3(0.0);
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if (fragcoord.x > H_OSMASK && fragcoord.x < (1.0 - H_OSMASK))
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if (vTexCoord.x > H_OSMASK && vTexCoord.x < (1.0 - H_OSMASK))
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conColor = conColor;
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else
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conColor = vec3(0.0);
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FragColor = vec4(fragcoord.x);//vec4(conColor, 1.0);
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FragColor = vec4(conColor, 1.0);
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}
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