Restore flip shader and put the color correction in a dedicated shader

git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14632 178a84e3-b1eb-0310-8ba1-8eac791a3b58
This commit is contained in:
samuncle
2013-12-04 14:24:02 +00:00
parent 6b0962f876
commit 7f214d4458
2 changed files with 27 additions and 18 deletions

View File

@@ -0,0 +1,26 @@
uniform sampler2D tex;
uniform vec3 inlevel;
uniform vec2 outlevel;
void main()
{
vec2 texc = gl_TexCoord[0].xy;
texc.y = 1.0 - texc.y;
vec4 col = texture2D(tex, texc);
//col = col / (1 - col);
float inBlack = inlevel.x;
float inWhite = inlevel.z;
float inGamma = inlevel.y;
float outBlack = outlevel.x;
float outWhite = outlevel.y;
col.rgb = (pow(((col.rgb * 255.0) - inBlack) / (inWhite - inBlack),
vec3(1.0 / inGamma)) * (outWhite - outBlack) + outBlack) / 255.0;
gl_FragColor = vec4(col.rgb, 1.0);
}

View File

@@ -5,23 +5,6 @@ void main()
vec2 texc = gl_TexCoord[0].xy;
texc.y = 1.0 - texc.y;
vec4 col = texture2D(tex, texc);
//col = col / (1 - col);
float inBlack = 0.0;
float inWhite = 137.0;
float inGamma = 0.65;
float outWhite = 255.0;
float outBlack = 0.0;
col.rgb = (pow(((col.rgb * 255.0) - inBlack) / (inWhite - inBlack),
vec3(1.0 / inGamma)) * (outWhite - outBlack) + outBlack) / 255.0;
gl_FragColor = vec4(col.rgb, 1.0);
gl_FragColor = vec4(texture2D(tex, texc).rgb, 1.0);
}