Files
dt/shaders/ScreenShader.frag
T
2026-10-26 01:59:48 -04:00

42 lines
1.0 KiB
GLSL

#version 330 core
out vec4 FragColor;
in vec2 TexCoords;
uniform sampler2D screenTexture;
uniform float brightness = 0.0f;
uniform float colorContrast = 0.0f;
uniform float saturation = 1.0f;
uniform float exposure = 1.0f;
vec3 ACESFilm(vec3 x)
{
const float a = 2.51;
const float b = 0.03;
const float c = 2.43;
const float d = 0.59;
const float e = 0.14;
return clamp((x * (a * x + b)) / (x * (c * x + d) + e), 0.0, 1.0);
}
void main()
{
vec3 originalcolor = texture(screenTexture, TexCoords).rgb;
vec3 finalcolor = ACESFilm(originalcolor * exposure);
const float gamma = 2.2;
finalcolor = pow(finalcolor, vec3(1.0 / gamma));
vec3 contrast = vec3(1.0f) - finalcolor;
finalcolor = mix(finalcolor,vec3(1.0f) - finalcolor,colorContrast);
float average = (finalcolor[0]+finalcolor[1]+finalcolor[2])/3.0f;
for (int i = 0; i < 3; i++) {
finalcolor[i] = average + saturation * (finalcolor[i] - average);
}
FragColor = vec4(finalcolor,1.0f);
}