42 lines
1.6 KiB
GLSL
42 lines
1.6 KiB
GLSL
// MIT License
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//
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// Copyright (c) 2019 bloc97
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in all
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// copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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// SOFTWARE.
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//? #version 430 core
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precision mediump float;
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layout(location = 0) in vec2 tex_coord;
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layout(location = 0) out vec2 frag_color;
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layout(binding = 0) uniform sampler2D tex_input;
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const vec3 K = vec3(0.2627, 0.6780, 0.0593);
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// TODO: improve handling of alpha channel
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#define GetLum(xoffset) dot(K, textureLodOffset(tex_input, tex_coord, 0.0, ivec2(xoffset, 0)).rgb)
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void main() {
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float l = GetLum(-1);
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float c = GetLum(0);
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float r = GetLum(1);
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frag_color = vec2(r - l, l + 2.0 * c + r);
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}
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