James Alliban 96cadd932f Configurable crosshairs added
- Unit measure appended to graph values
2014-01-12 20:08:05 +00:00

57 lines
1.4 KiB
GLSL

#extension GL_ARB_texture_rectangle : enable
uniform sampler2DRect baseMap;
uniform float brightness;
uniform float contrast;
uniform float saturation;
uniform float alpha;
uniform float red;
uniform float green;
uniform float blue;
uniform float shadowIntensity;
void main(void)
{
// Extract colors from baseMap
vec4 baseColor = texture2DRect( baseMap, gl_TexCoord[0].st );
vec3 baseColor3 = baseColor.rgb;
// Brightness, contrast and saturation
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 = baseColor3 * brightness;
vec3 intensity = vec3(dot(brtColor, LumCoeff));
vec3 satColor = mix(intensity, brtColor, saturation);
vec3 conColor = mix(AvgLumin, satColor, contrast);
baseColor.rgb = conColor;
// colour, alpha, lighting
//vec3 normal = normalize( v_normal );
vec3 colourVec = vec3(red, green, blue);
baseColor.rgb *= colourVec;
//float ndotl = max(dot(normal, v_light_dir), shadowIntensity);
//baseColor.rgb *= ndotl;
//baseColor.a = alpha;
vec4 result = clamp(baseColor, 0.0, 1.0);
//result.r += v_colour.r;
//result.g = 1.0;
//result += v_colour;
//result.a = v_colour.a;
gl_FragColor = result;
}