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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 08:42:50 +08:00
added a contrast setting. make beacon beams and enchantment glint work in the end and nether. tweak lighting in the end and nether.
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@ -19,6 +19,11 @@ uniform int isEyeInWater;
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#include "/lib/color_dither.glsl"
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#include "/lib/res_params.glsl"
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/// thanks stackoverflow https://stackoverflow.com/questions/944713/help-with-pixel-shader-effect-for-brightness-and-contrast#3027595
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void applyContrast(inout vec3 color, float contrast){
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color = (color - 0.5) * contrast + 0.5;
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}
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vec4 SampleTextureCatmullRom(sampler2D tex, vec2 uv, vec2 texSize )
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{
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// We're going to sample a a 4x4 grid of texels surrounding the target UV coordinate. We'll do this by rounding
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@ -69,6 +74,11 @@ vec4 SampleTextureCatmullRom(sampler2D tex, vec2 uv, vec2 texSize )
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return result;
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}
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/// thanks stackoverflow https://stackoverflow.com/questions/944713/help-with-pixel-shader-effect-for-brightness-and-contrast#3027595
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void applyContrast(inout vec3 color, float contrast){
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color = (color - 0.5) * contrast + 0.5;
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}
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void main() {
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#ifdef BICUBIC_UPSCALING
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vec3 col = SampleTextureCatmullRom(colortex7,texcoord,1.0/texelSize).rgb;
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@ -96,6 +106,9 @@ void main() {
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vec3 diff = col-lum;
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col = col + diff*(-lum*CROSSTALK + SATURATION);
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//col = -vec3(-lum*CROSSFADING + SATURATION);
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applyContrast(col, CONTRAST);
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gl_FragColor.rgb = clamp(int8Dither(col,texcoord),0.0,1.0);
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//gl_FragColor.rgb = vec3(contrast);
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}
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