mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-04-24 22:05:40 +00:00
50 lines
No EOL
2 KiB
HLSL
50 lines
No EOL
2 KiB
HLSL
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "shadergen:/autogenConditioners.h"
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#include "./postFx.hlsl"
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#include "../torque.hlsl"
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TORQUE_UNIFORM_SAMPLER2D(backBuffer, 0);
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TORQUE_UNIFORM_SAMPLER1D(colorCorrectionTex, 1);
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uniform float OneOverGamma;
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uniform float Brightness;
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uniform float Contrast;
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float4 main( PFXVertToPix IN ) : TORQUE_TARGET0
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{
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float4 color = TORQUE_TEX2D(backBuffer, IN.uv0.xy);
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// Apply the color correction.
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color.r = TORQUE_TEX1D( colorCorrectionTex, color.r ).r;
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color.g = TORQUE_TEX1D( colorCorrectionTex, color.g ).g;
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color.b = TORQUE_TEX1D( colorCorrectionTex, color.b ).b;
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// Apply contrast
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color.rgb = ((color.rgb - 0.5f) * Contrast) + 0.5f;
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// Apply brightness
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//color.rgb += Brightness;
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return color;
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} |