2012-03-30 23:13:38 +00:00
|
|
|
/*
|
|
|
|
* This file is part of mplayer2.
|
|
|
|
*
|
|
|
|
* mplayer2 is free software; you can redistribute it and/or modify
|
|
|
|
* it under the terms of the GNU General Public License as published by
|
|
|
|
* the Free Software Foundation; either version 2 of the License, or
|
|
|
|
* (at your option) any later version.
|
|
|
|
*
|
|
|
|
* mplayer2 is distributed in the hope that it will be useful,
|
|
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
|
|
* GNU General Public License for more details.
|
|
|
|
*
|
|
|
|
* You should have received a copy of the GNU General Public License along
|
|
|
|
* with mplayer2; if not, write to the Free Software Foundation, Inc.,
|
|
|
|
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
|
|
|
|
*/
|
|
|
|
|
|
|
|
// Note that this file is not directly passed as shader, but run through some
|
|
|
|
// text processing functions, and in fact contains multiple vertex and fragment
|
|
|
|
// shaders.
|
|
|
|
|
|
|
|
// inserted at the beginning of all shaders
|
|
|
|
#!section prelude
|
2012-10-02 23:54:13 +00:00
|
|
|
|
|
|
|
// GLSL 1.20 compatibility layer
|
|
|
|
// texture() should be assumed to always map to texture2D()
|
|
|
|
#if __VERSION__ >= 130
|
|
|
|
# define texture1D texture
|
|
|
|
# define texture3D texture
|
|
|
|
# define DECLARE_FRAGPARMS \
|
|
|
|
out vec4 out_color;
|
|
|
|
#else
|
|
|
|
# define texture texture2D
|
|
|
|
# define DECLARE_FRAGPARMS
|
|
|
|
# define out_color gl_FragColor
|
|
|
|
# define in varying
|
|
|
|
#endif
|
|
|
|
|
vo_opengl: fix compatibility with OpenGL 2.1
The srgb_compand() function passes bvec to mix(), which is apparently
not available on GL 2.1 / GLSL 1.20:
0:0(0): error: no matching function for call to `mix(vec3, vec3, bvec3)'
0:0(0): error: candidates are: float mix(float, float, float)
0:0(0): error: vec2 mix(vec2, vec2, vec2)
0:0(0): error: vec3 mix(vec3, vec3, vec3)
0:0(0): error: vec4 mix(vec4, vec4, vec4)
0:0(0): error: vec2 mix(vec2, vec2, float)
0:0(0): error: vec3 mix(vec3, vec3, float)
0:0(0): error: vec4 mix(vec4, vec4, float)
Also add back disabling color management on older GL, as the
srgb_compand() function is needed for that.
2012-11-11 23:10:57 +00:00
|
|
|
// Earlier GLSL doesn't support mix() with bvec
|
|
|
|
#if __VERSION__ >= 130
|
2012-11-11 20:09:47 +00:00
|
|
|
vec3 srgb_compand(vec3 v)
|
|
|
|
{
|
|
|
|
return mix(1.055 * pow(v, vec3(1.0/2.4)) - vec3(0.055), v * 12.92,
|
|
|
|
lessThanEqual(v, vec3(0.0031308)));
|
|
|
|
}
|
vo_opengl: fix compatibility with OpenGL 2.1
The srgb_compand() function passes bvec to mix(), which is apparently
not available on GL 2.1 / GLSL 1.20:
0:0(0): error: no matching function for call to `mix(vec3, vec3, bvec3)'
0:0(0): error: candidates are: float mix(float, float, float)
0:0(0): error: vec2 mix(vec2, vec2, vec2)
0:0(0): error: vec3 mix(vec3, vec3, vec3)
0:0(0): error: vec4 mix(vec4, vec4, vec4)
0:0(0): error: vec2 mix(vec2, vec2, float)
0:0(0): error: vec3 mix(vec3, vec3, float)
0:0(0): error: vec4 mix(vec4, vec4, float)
Also add back disabling color management on older GL, as the
srgb_compand() function is needed for that.
2012-11-11 23:10:57 +00:00
|
|
|
#endif
|
2012-11-11 20:09:47 +00:00
|
|
|
|
2012-03-30 23:13:38 +00:00
|
|
|
#!section vertex_all
|
2012-10-02 23:54:13 +00:00
|
|
|
|
|
|
|
#if __VERSION__ < 130
|
|
|
|
# undef in
|
|
|
|
# define in attribute
|
|
|
|
# define out varying
|
|
|
|
#endif
|
|
|
|
|
2012-03-30 23:13:38 +00:00
|
|
|
uniform mat3 transform;
|
|
|
|
uniform sampler3D lut_3d;
|
|
|
|
|
|
|
|
in vec2 vertex_position;
|
|
|
|
in vec4 vertex_color;
|
|
|
|
out vec4 color;
|
|
|
|
in vec2 vertex_texcoord;
|
|
|
|
out vec2 texcoord;
|
|
|
|
|
|
|
|
void main() {
|
|
|
|
vec3 position = vec3(vertex_position, 1);
|
|
|
|
#ifndef FIXED_SCALE
|
|
|
|
position = transform * position;
|
|
|
|
#endif
|
|
|
|
gl_Position = vec4(position, 1);
|
|
|
|
color = vertex_color;
|
2012-11-11 20:09:47 +00:00
|
|
|
|
|
|
|
#ifdef USE_OSD_LINEAR_CONV
|
|
|
|
// If no 3dlut is being used, we need to pull up to linear light for
|
|
|
|
// the sRGB function. *IF* 3dlut is used, we do not.
|
2012-12-23 18:49:19 +00:00
|
|
|
color.rgb = pow(color.rgb, vec3(1.0/0.45));
|
2012-11-11 20:09:47 +00:00
|
|
|
#endif
|
|
|
|
#ifdef USE_OSD_3DLUT
|
2012-10-02 23:54:13 +00:00
|
|
|
color = vec4(texture3D(lut_3d, color.rgb).rgb, color.a);
|
2012-03-30 23:13:38 +00:00
|
|
|
#endif
|
2012-11-11 20:09:47 +00:00
|
|
|
#ifdef USE_OSD_SRGB
|
|
|
|
color.rgb = srgb_compand(color.rgb);
|
|
|
|
#endif
|
|
|
|
|
2012-03-30 23:13:38 +00:00
|
|
|
texcoord = vertex_texcoord;
|
|
|
|
}
|
|
|
|
|
2012-09-28 19:25:26 +00:00
|
|
|
#!section frag_osd_libass
|
2012-10-02 23:54:13 +00:00
|
|
|
uniform sampler2D textures[3];
|
2012-03-30 23:13:38 +00:00
|
|
|
|
|
|
|
in vec2 texcoord;
|
|
|
|
in vec4 color;
|
2012-10-02 23:54:13 +00:00
|
|
|
DECLARE_FRAGPARMS
|
2012-03-30 23:13:38 +00:00
|
|
|
|
|
|
|
void main() {
|
2012-10-02 23:54:13 +00:00
|
|
|
out_color = vec4(color.rgb, color.a * texture(textures[0], texcoord).r);
|
2012-03-30 23:13:38 +00:00
|
|
|
}
|
|
|
|
|
2012-09-28 19:25:26 +00:00
|
|
|
#!section frag_osd_rgba
|
2012-10-02 23:54:13 +00:00
|
|
|
uniform sampler2D textures[3];
|
2012-03-30 23:13:38 +00:00
|
|
|
|
|
|
|
in vec2 texcoord;
|
2012-10-02 23:54:13 +00:00
|
|
|
DECLARE_FRAGPARMS
|
2012-03-30 23:13:38 +00:00
|
|
|
|
|
|
|
void main() {
|
2012-10-16 05:30:30 +00:00
|
|
|
out_color = texture(textures[0], texcoord);
|
2012-09-28 19:25:26 +00:00
|
|
|
}
|
|
|
|
|
2012-03-30 23:13:38 +00:00
|
|
|
#!section frag_video
|
2012-10-02 23:54:13 +00:00
|
|
|
uniform sampler2D textures[3];
|
|
|
|
uniform vec2 textures_size[3];
|
2012-03-30 23:13:38 +00:00
|
|
|
uniform sampler1D lut_c_1d;
|
|
|
|
uniform sampler1D lut_l_1d;
|
|
|
|
uniform sampler2D lut_c_2d;
|
|
|
|
uniform sampler2D lut_l_2d;
|
|
|
|
uniform sampler3D lut_3d;
|
|
|
|
uniform sampler2D dither;
|
|
|
|
uniform mat4x3 colormatrix;
|
|
|
|
uniform vec3 inv_gamma;
|
|
|
|
uniform float conv_gamma;
|
|
|
|
uniform float dither_quantization;
|
|
|
|
uniform float dither_multiply;
|
|
|
|
uniform float filter_param1;
|
2012-10-02 23:54:13 +00:00
|
|
|
uniform vec2 dither_size;
|
2012-03-30 23:13:38 +00:00
|
|
|
|
|
|
|
in vec2 texcoord;
|
2012-10-02 23:54:13 +00:00
|
|
|
DECLARE_FRAGPARMS
|
2012-03-30 23:13:38 +00:00
|
|
|
|
2012-10-02 23:54:13 +00:00
|
|
|
vec4 sample_bilinear(sampler2D tex, vec2 texsize, vec2 texcoord) {
|
2012-03-30 23:13:38 +00:00
|
|
|
return texture(tex, texcoord);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Explanation how bicubic scaling with only 4 texel fetches is done:
|
|
|
|
// http://www.mate.tue.nl/mate/pdfs/10318.pdf
|
|
|
|
// 'Efficient GPU-Based Texture Interpolation using Uniform B-Splines'
|
|
|
|
// Explanation why this algorithm normally always blurs, even with unit scaling:
|
|
|
|
// http://bigwww.epfl.ch/preprints/ruijters1001p.pdf
|
|
|
|
// 'GPU Prefilter for Accurate Cubic B-spline Interpolation'
|
|
|
|
vec4 calcweights(float s) {
|
|
|
|
vec4 t = vec4(-0.5, 0.1666, 0.3333, -0.3333) * s + vec4(1, 0, -0.5, 0.5);
|
|
|
|
t = t * s + vec4(0, 0, -0.5, 0.5);
|
|
|
|
t = t * s + vec4(-0.6666, 0, 0.8333, 0.1666);
|
|
|
|
vec2 a = vec2(1 / t.z, 1 / t.w);
|
|
|
|
t.xy = t.xy * a + vec2(1, 1);
|
|
|
|
t.x = t.x + s;
|
|
|
|
t.y = t.y - s;
|
|
|
|
return t;
|
|
|
|
}
|
|
|
|
|
2012-10-02 23:54:13 +00:00
|
|
|
vec4 sample_bicubic_fast(sampler2D tex, vec2 texsize, vec2 texcoord) {
|
2012-03-30 23:13:38 +00:00
|
|
|
vec2 pt = 1 / texsize;
|
|
|
|
vec2 fcoord = fract(texcoord * texsize + vec2(0.5, 0.5));
|
|
|
|
vec4 parmx = calcweights(fcoord.x);
|
|
|
|
vec4 parmy = calcweights(fcoord.y);
|
|
|
|
vec4 cdelta;
|
|
|
|
cdelta.xz = parmx.rg * vec2(-pt.x, pt.x);
|
|
|
|
cdelta.yw = parmy.rg * vec2(-pt.y, pt.y);
|
|
|
|
// first y-interpolation
|
|
|
|
vec4 ar = texture(tex, texcoord + cdelta.xy);
|
|
|
|
vec4 ag = texture(tex, texcoord + cdelta.xw);
|
|
|
|
vec4 ab = mix(ag, ar, parmy.b);
|
|
|
|
// second y-interpolation
|
|
|
|
vec4 br = texture(tex, texcoord + cdelta.zy);
|
|
|
|
vec4 bg = texture(tex, texcoord + cdelta.zw);
|
|
|
|
vec4 aa = mix(bg, br, parmy.b);
|
|
|
|
// x-interpolation
|
|
|
|
return mix(aa, ab, parmx.b);
|
|
|
|
}
|
|
|
|
|
|
|
|
float[2] weights2(sampler1D lookup, float f) {
|
2012-10-02 23:54:13 +00:00
|
|
|
vec4 c = texture1D(lookup, f);
|
2012-03-30 23:13:38 +00:00
|
|
|
return float[2](c.r, c.g);
|
|
|
|
}
|
|
|
|
|
|
|
|
float[4] weights4(sampler1D lookup, float f) {
|
2012-10-02 23:54:13 +00:00
|
|
|
vec4 c = texture1D(lookup, f);
|
2012-03-30 23:13:38 +00:00
|
|
|
return float[4](c.r, c.g, c.b, c.a);
|
|
|
|
}
|
|
|
|
|
|
|
|
float[6] weights6(sampler2D lookup, float f) {
|
|
|
|
vec4 c1 = texture(lookup, vec2(0.25, f));
|
|
|
|
vec4 c2 = texture(lookup, vec2(0.75, f));
|
|
|
|
return float[6](c1.r, c1.g, c1.b, c2.r, c2.g, c2.b);
|
|
|
|
}
|
|
|
|
|
|
|
|
float[8] weights8(sampler2D lookup, float f) {
|
|
|
|
vec4 c1 = texture(lookup, vec2(0.25, f));
|
|
|
|
vec4 c2 = texture(lookup, vec2(0.75, f));
|
|
|
|
return float[8](c1.r, c1.g, c1.b, c1.a, c2.r, c2.g, c2.b, c2.a);
|
|
|
|
}
|
|
|
|
|
|
|
|
float[12] weights12(sampler2D lookup, float f) {
|
|
|
|
vec4 c1 = texture(lookup, vec2(1.0/6.0, f));
|
|
|
|
vec4 c2 = texture(lookup, vec2(0.5, f));
|
|
|
|
vec4 c3 = texture(lookup, vec2(5.0/6.0, f));
|
|
|
|
return float[12](c1.r, c1.g, c1.b, c1.a,
|
|
|
|
c2.r, c2.g, c2.b, c2.a,
|
|
|
|
c3.r, c3.g, c3.b, c3.a);
|
|
|
|
}
|
|
|
|
|
|
|
|
float[16] weights16(sampler2D lookup, float f) {
|
|
|
|
vec4 c1 = texture(lookup, vec2(0.125, f));
|
|
|
|
vec4 c2 = texture(lookup, vec2(0.375, f));
|
|
|
|
vec4 c3 = texture(lookup, vec2(0.625, f));
|
|
|
|
vec4 c4 = texture(lookup, vec2(0.875, f));
|
|
|
|
return float[16](c1.r, c1.g, c1.b, c1.a, c2.r, c2.g, c2.b, c2.a,
|
|
|
|
c3.r, c3.g, c3.b, c3.a, c4.r, c4.g, c4.b, c4.a);
|
|
|
|
}
|
|
|
|
|
2012-10-02 23:54:13 +00:00
|
|
|
#define CONVOLUTION_SEP_N(NAME, N) \
|
|
|
|
vec4 NAME(sampler2D tex, vec2 texcoord, vec2 pt, float weights[N]) { \
|
|
|
|
vec4 res = vec4(0); \
|
|
|
|
for (int n = 0; n < N; n++) { \
|
|
|
|
res += weights[n] * texture(tex, texcoord + pt * n); \
|
|
|
|
} \
|
|
|
|
return res; \
|
2012-03-30 23:13:38 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
CONVOLUTION_SEP_N(convolution_sep2, 2)
|
|
|
|
CONVOLUTION_SEP_N(convolution_sep4, 4)
|
|
|
|
CONVOLUTION_SEP_N(convolution_sep6, 6)
|
|
|
|
CONVOLUTION_SEP_N(convolution_sep8, 8)
|
|
|
|
CONVOLUTION_SEP_N(convolution_sep12, 12)
|
|
|
|
CONVOLUTION_SEP_N(convolution_sep16, 16)
|
|
|
|
|
|
|
|
// The dir parameter is (0, 1) or (1, 0), and we expect the shader compiler to
|
|
|
|
// remove all the redundant multiplications and additions.
|
|
|
|
#define SAMPLE_CONVOLUTION_SEP_N(NAME, N, SAMPLERT, CONV_FUNC, WEIGHTS_FUNC)\
|
2012-10-02 23:54:13 +00:00
|
|
|
vec4 NAME(vec2 dir, SAMPLERT lookup, sampler2D tex, vec2 texsize, \
|
|
|
|
vec2 texcoord) { \
|
2012-03-30 23:13:38 +00:00
|
|
|
vec2 pt = (1 / texsize) * dir; \
|
|
|
|
float fcoord = dot(fract(texcoord * texsize - 0.5), dir); \
|
|
|
|
vec2 base = texcoord - fcoord * pt; \
|
|
|
|
return CONV_FUNC(tex, base - pt * (N / 2 - 1), pt, \
|
|
|
|
WEIGHTS_FUNC(lookup, fcoord)); \
|
|
|
|
}
|
|
|
|
|
|
|
|
SAMPLE_CONVOLUTION_SEP_N(sample_convolution_sep2, 2, sampler1D, convolution_sep2, weights2)
|
|
|
|
SAMPLE_CONVOLUTION_SEP_N(sample_convolution_sep4, 4, sampler1D, convolution_sep4, weights4)
|
|
|
|
SAMPLE_CONVOLUTION_SEP_N(sample_convolution_sep6, 6, sampler2D, convolution_sep6, weights6)
|
|
|
|
SAMPLE_CONVOLUTION_SEP_N(sample_convolution_sep8, 8, sampler2D, convolution_sep8, weights8)
|
|
|
|
SAMPLE_CONVOLUTION_SEP_N(sample_convolution_sep12, 12, sampler2D, convolution_sep12, weights12)
|
|
|
|
SAMPLE_CONVOLUTION_SEP_N(sample_convolution_sep16, 16, sampler2D, convolution_sep16, weights16)
|
|
|
|
|
|
|
|
|
|
|
|
#define CONVOLUTION_N(NAME, N) \
|
|
|
|
vec4 NAME(sampler2D tex, vec2 texcoord, vec2 pt, float taps_x[N], \
|
|
|
|
float taps_y[N]) { \
|
|
|
|
vec4 res = vec4(0); \
|
|
|
|
for (int y = 0; y < N; y++) { \
|
|
|
|
vec4 line = vec4(0); \
|
|
|
|
for (int x = 0; x < N; x++) \
|
|
|
|
line += taps_x[x] * texture(tex, texcoord + pt * vec2(x, y));\
|
|
|
|
res += taps_y[y] * line; \
|
|
|
|
} \
|
|
|
|
return res; \
|
|
|
|
}
|
|
|
|
|
|
|
|
CONVOLUTION_N(convolution2, 2)
|
|
|
|
CONVOLUTION_N(convolution4, 4)
|
|
|
|
CONVOLUTION_N(convolution6, 6)
|
|
|
|
CONVOLUTION_N(convolution8, 8)
|
|
|
|
CONVOLUTION_N(convolution12, 12)
|
|
|
|
CONVOLUTION_N(convolution16, 16)
|
|
|
|
|
|
|
|
#define SAMPLE_CONVOLUTION_N(NAME, N, SAMPLERT, CONV_FUNC, WEIGHTS_FUNC) \
|
2012-10-02 23:54:13 +00:00
|
|
|
vec4 NAME(SAMPLERT lookup, sampler2D tex, vec2 texsize, vec2 texcoord) {\
|
2012-03-30 23:13:38 +00:00
|
|
|
vec2 pt = 1 / texsize; \
|
|
|
|
vec2 fcoord = fract(texcoord * texsize - 0.5); \
|
|
|
|
vec2 base = texcoord - fcoord * pt; \
|
|
|
|
return CONV_FUNC(tex, base - pt * (N / 2 - 1), pt, \
|
|
|
|
WEIGHTS_FUNC(lookup, fcoord.x), \
|
|
|
|
WEIGHTS_FUNC(lookup, fcoord.y)); \
|
|
|
|
}
|
|
|
|
|
|
|
|
SAMPLE_CONVOLUTION_N(sample_convolution2, 2, sampler1D, convolution2, weights2)
|
|
|
|
SAMPLE_CONVOLUTION_N(sample_convolution4, 4, sampler1D, convolution4, weights4)
|
|
|
|
SAMPLE_CONVOLUTION_N(sample_convolution6, 6, sampler2D, convolution6, weights6)
|
|
|
|
SAMPLE_CONVOLUTION_N(sample_convolution8, 8, sampler2D, convolution8, weights8)
|
|
|
|
SAMPLE_CONVOLUTION_N(sample_convolution12, 12, sampler2D, convolution12, weights12)
|
|
|
|
SAMPLE_CONVOLUTION_N(sample_convolution16, 16, sampler2D, convolution16, weights16)
|
|
|
|
|
|
|
|
|
|
|
|
// Unsharp masking
|
2012-10-02 23:54:13 +00:00
|
|
|
vec4 sample_sharpen3(sampler2D tex, vec2 texsize, vec2 texcoord) {
|
2012-03-30 23:13:38 +00:00
|
|
|
vec2 pt = 1 / texsize;
|
|
|
|
vec2 st = pt * 0.5;
|
|
|
|
vec4 p = texture(tex, texcoord);
|
|
|
|
vec4 sum = texture(tex, texcoord + st * vec2(+1, +1))
|
|
|
|
+ texture(tex, texcoord + st * vec2(+1, -1))
|
|
|
|
+ texture(tex, texcoord + st * vec2(-1, +1))
|
|
|
|
+ texture(tex, texcoord + st * vec2(-1, -1));
|
|
|
|
return p + (p - 0.25 * sum) * filter_param1;
|
|
|
|
}
|
|
|
|
|
2012-10-02 23:54:13 +00:00
|
|
|
vec4 sample_sharpen5(sampler2D tex, vec2 texsize, vec2 texcoord) {
|
2012-03-30 23:13:38 +00:00
|
|
|
vec2 pt = 1 / texsize;
|
|
|
|
vec2 st1 = pt * 1.2;
|
|
|
|
vec4 p = texture(tex, texcoord);
|
|
|
|
vec4 sum1 = texture(tex, texcoord + st1 * vec2(+1, +1))
|
|
|
|
+ texture(tex, texcoord + st1 * vec2(+1, -1))
|
|
|
|
+ texture(tex, texcoord + st1 * vec2(-1, +1))
|
|
|
|
+ texture(tex, texcoord + st1 * vec2(-1, -1));
|
|
|
|
vec2 st2 = pt * 1.5;
|
|
|
|
vec4 sum2 = texture(tex, texcoord + st2 * vec2(+1, 0))
|
|
|
|
+ texture(tex, texcoord + st2 * vec2( 0, +1))
|
|
|
|
+ texture(tex, texcoord + st2 * vec2(-1, 0))
|
|
|
|
+ texture(tex, texcoord + st2 * vec2( 0, -1));
|
|
|
|
vec4 t = p * 0.859375 + sum2 * -0.1171875 + sum1 * -0.09765625;
|
|
|
|
return p + t * filter_param1;
|
|
|
|
}
|
|
|
|
|
|
|
|
void main() {
|
|
|
|
#ifdef USE_PLANAR
|
2012-10-02 23:54:13 +00:00
|
|
|
vec3 color = vec3(SAMPLE_L(textures[0], textures_size[0], texcoord).r,
|
|
|
|
SAMPLE_C(textures[1], textures_size[1], texcoord).r,
|
|
|
|
SAMPLE_C(textures[2], textures_size[2], texcoord).r);
|
2012-03-30 23:13:38 +00:00
|
|
|
#else
|
2012-10-02 23:54:13 +00:00
|
|
|
vec3 color = SAMPLE_L(textures[0], textures_size[0], texcoord).rgb;
|
2012-03-30 23:13:38 +00:00
|
|
|
#endif
|
|
|
|
#ifdef USE_GBRP
|
|
|
|
color.gbr = color;
|
|
|
|
#endif
|
|
|
|
#ifdef USE_YGRAY
|
|
|
|
// NOTE: actually slightly wrong for 16 bit input video, and completely
|
|
|
|
// wrong for 9/10 bit input
|
|
|
|
color.gb = vec2(128.0/255.0);
|
|
|
|
#endif
|
|
|
|
#ifdef USE_COLORMATRIX
|
|
|
|
color = mat3(colormatrix) * color + colormatrix[3];
|
|
|
|
#endif
|
|
|
|
#ifdef USE_LINEAR_CONV
|
2012-12-23 18:49:19 +00:00
|
|
|
color = pow(color, vec3(1.0/0.45));
|
2012-03-30 23:13:38 +00:00
|
|
|
#endif
|
|
|
|
#ifdef USE_LINEAR_CONV_INV
|
|
|
|
// Convert from linear RGB to gamma RGB before putting it through the 3D-LUT
|
|
|
|
// in the final stage.
|
2012-12-23 18:49:19 +00:00
|
|
|
color = pow(color, vec3(0.45));
|
2012-03-30 23:13:38 +00:00
|
|
|
#endif
|
|
|
|
#ifdef USE_GAMMA_POW
|
|
|
|
color = pow(color, inv_gamma);
|
|
|
|
#endif
|
|
|
|
#ifdef USE_3DLUT
|
2012-10-02 23:54:13 +00:00
|
|
|
color = texture3D(lut_3d, color).rgb;
|
2012-03-30 23:13:38 +00:00
|
|
|
#endif
|
2012-11-10 18:08:21 +00:00
|
|
|
#ifdef USE_SRGB
|
|
|
|
color.rgb = srgb_compand(color.rgb);
|
|
|
|
#endif
|
2012-03-30 23:13:38 +00:00
|
|
|
#ifdef USE_DITHER
|
2012-10-02 23:54:13 +00:00
|
|
|
float dither_value = texture(dither, gl_FragCoord.xy / dither_size).r;
|
|
|
|
color = floor(color * dither_multiply + dither_value ) / dither_quantization;
|
2012-03-30 23:13:38 +00:00
|
|
|
#endif
|
|
|
|
out_color = vec4(color, 1);
|
|
|
|
}
|