pathfinder/resources/shaders/post_gamma_correct.inc.glsl

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// pathfinder/resources/shaders/post_gamma_correct.inc.glsl
//
// Copyright © 2019 The Pathfinder Project Developers.
//
// Licensed under the Apache License, Version 2.0 <LICENSE-APACHE or
// http://www.apache.org/licenses/LICENSE-2.0> or the MIT license
// <LICENSE-MIT or http://opensource.org/licenses/MIT>, at your
// option. This file may not be copied, modified, or distributed
// except according to those terms.
// The lookup table for gamma correction, in the same format WebRender
// expects.
uniform sampler2D uGammaLUT;
// The background color to blend against. Zero if no gamma correction is to be
// performed.
uniform vec4 uGammaCorrectionBGColor;
float gammaCorrectChannel(float fgColor) {
return texture(uGammaLUT, vec2(fgColor, 1.0 - uGammaCorrectionBGColor)).r;
}
// `fgColor` is in linear space.
vec3 gammaCorrect(vec3 fgColor) {
return vec3(gammaCorrectChannel(fgColor.r),
gammaCorrectChannel(fgColor.g),
gammaCorrectChannel(fgColor.b));
}