summaryrefslogtreecommitdiff
path: root/drivers/gles3/shaders/copy.glsl
blob: 79982ecf25d897b475ab2b3041e96665fc2a91a5 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
[vertex]


layout(location=0) in highp vec4 vertex_attrib;
#ifdef USE_CUBEMAP
layout(location=4) in vec3 cube_in;
#else
layout(location=4) in vec2 uv_in;
#endif
layout(location=5) in vec2 uv2_in;

#ifdef USE_CUBEMAP
out vec3 cube_interp;
#else
out vec2 uv_interp;
#endif

out vec2 uv2_interp;

void main() {

#ifdef USE_CUBEMAP
	cube_interp = cube_in;
#else
	uv_interp = uv_in;
#endif
	uv2_interp = uv2_in;
	gl_Position = vertex_attrib;
}

[fragment]


#ifdef USE_CUBEMAP
in vec3 cube_interp;
uniform samplerCube source_cube; //texunit:0
#else
in vec2 uv_interp;
uniform sampler2D source; //texunit:0
#endif


float sRGB_gamma_correct(float c){
    float a = 0.055;
    if(c < 0.0031308)
	return 12.92*c;
    else
	return (1.0+a)*pow(c, 1.0/2.4) - a;
}


uniform float stuff;

in vec2 uv2_interp;

layout(location = 0) out vec4 frag_color;

void main() {

	//vec4 color = color_interp;

#ifdef USE_CUBEMAP
	vec4 color = texture( source_cube,  normalize(cube_interp) );

#else
	vec4 color = texture( source,  uv_interp );
#endif

#ifdef LINEAR_TO_SRGB
	//regular Linear -> SRGB conversion
	vec3 a = vec3(0.055);
	color.rgb = mix( (vec3(1.0)+a)*pow(color.rgb,vec3(1.0/2.4))-a , 12.92*color.rgb , lessThan(color.rgb,vec3(0.0031308)));
#endif

#ifdef DEBUG_GRADIENT
	color.rg=uv_interp;
	color.b=0.0;
#endif

#ifdef DISABLE_ALPHA
	color.a=1.0;
#endif

	frag_color = color;
}