16 lines
386 B
GLSL
16 lines
386 B
GLSL
uniform float contrast = 1.5; // > 1 to saturate, < 1 to bleach-to-gray
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uniform float brightness = 0;
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void main() {
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vec4 pixelColor = texture(iChannel0, TEXCOORD.st);
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pixelColor.rgb /= pixelColor.a;
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pixelColor.rgb = ((pixelColor.rgb - 0.5f) * max(contrast, 0)) + 0.5f;
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pixelColor.rgb += brightness;
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pixelColor.rgb *= pixelColor.a;
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FRAGCOLOR = pixelColor;
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}
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