37 lines
986 B
GLSL
37 lines
986 B
GLSL
#version 120
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uniform sampler2D DiffuseSampler;
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varying vec2 texCoord;
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varying vec2 oneTexel;
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uniform vec2 InSize;
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uniform vec3 Gray = vec3(0.3, 0.59, 0.11);
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uniform vec3 RedMatrix = vec3(1.0, 0.0, 0.0);
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uniform vec3 GreenMatrix = vec3(0.0, 1.0, 0.0);
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uniform vec3 BlueMatrix = vec3(0.0, 0.0, 1.0);
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uniform vec3 Offset = vec3(0.0, 0.0, 0.0);
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uniform vec3 ColorScale = vec3(1.0, 1.0, 1.0);
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uniform float Saturation = 1.8;
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void main() {
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vec4 InTexel = texture2D(DiffuseSampler, texCoord);
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// Color Matrix
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float RedValue = dot(InTexel.rgb, RedMatrix);
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float GreenValue = dot(InTexel.rgb, GreenMatrix);
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float BlueValue = dot(InTexel.rgb, BlueMatrix);
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vec3 OutColor = vec3(RedValue, GreenValue, BlueValue);
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// Offset & Scale
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OutColor = (OutColor * ColorScale) + Offset;
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// Saturation
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float Luma = dot(OutColor, Gray);
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vec3 Chroma = OutColor - Luma;
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OutColor = (Chroma * Saturation) + Luma;
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gl_FragColor = vec4(OutColor, 1.0);
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}
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