diff --git a/shaders/world1/final.fsh b/shaders/world1/final.fsh index d5d1df8..55c84a7 100644 --- a/shaders/world1/final.fsh +++ b/shaders/world1/final.fsh @@ -19,11 +19,6 @@ uniform int isEyeInWater; #include "/lib/color_dither.glsl" #include "/lib/res_params.glsl" -/// thanks stackoverflow https://stackoverflow.com/questions/944713/help-with-pixel-shader-effect-for-brightness-and-contrast#3027595 -void applyContrast(inout vec3 color, float contrast){ - color = (color - 0.5) * contrast + 0.5; -} - vec4 SampleTextureCatmullRom(sampler2D tex, vec2 uv, vec2 texSize ) { // We're going to sample a a 4x4 grid of texels surrounding the target UV coordinate. We'll do this by rounding