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-rw-r--r--src/effects_gl_shader.cpp57
1 files changed, 57 insertions, 0 deletions
diff --git a/src/effects_gl_shader.cpp b/src/effects_gl_shader.cpp
new file mode 100644
index 0000000..b2e1fc1
--- /dev/null
+++ b/src/effects_gl_shader.cpp
@@ -0,0 +1,57 @@
+const char *GLShader_Levels = "#version 330 core\n"
+"out vec4 FragColor;\n"
+"in vec2 TexCoord;\n"
+"uniform float Start;\n"
+"uniform float Mid;\n"
+"uniform float End;\n"
+"uniform vec4 StartCol;\n"
+"uniform vec4 MidCol;\n"
+"uniform vec4 EndCol;\n"
+"uniform sampler2D Texture;\n"
+"void main()\n"
+"{\n"
+"vec4 OutCol = texture(Texture, TexCoord);\n"
+// individual channels
+"vec4 ColorI = pow(OutCol, MidCol);\n"
+"vec4 ValI = 1.0f / (EndCol - StartCol) * (ColorI - StartCol);\n"
+// global channel (doesn't affect alpha)
+"vec4 ColorG = pow(ValI, vec4(Mid));\n"
+"vec4 ValG = 1.0f / (End - Start) * (ColorG - Start);\n"
+"ValG = vec4(ValG.rgb, ValI.a);\n"
+"FragColor = clamp(ValG, 0.0f, 1.0f);\n"
+"}\0";
+
+const char *GLShader_SolidColor = "#version 330 core\n"
+"out vec4 FragColor;\n"
+"in vec2 TexCoord;\n"
+"uniform vec4 Color;\n"
+"uniform sampler2D Texture;\n"
+"void main()\n"
+"{\n"
+"vec4 OutCol = texture(Texture, TexCoord);\n"
+"FragColor = Color*OutCol;\n"
+"}\0";
+
+const char *GLShader_GaussianBlur = "#version 330 core\n"
+"uniform float Radius;\n"
+"uniform vec2 Direction;\n"
+"uniform sampler2D Texture;\n"
+"out vec4 FragColor;\n"
+"in vec2 TexCoord;\n"
+"\n"
+"vec4 blur(sampler2D image, vec2 uv, vec2 resolution, vec2 direction) {\n"
+" vec4 color = vec4(0.0f);\n"
+" float Omega = Radius / 3;\n"
+" float Divisor = 2*Omega*Omega;\n"
+" float A2 = 1.0f / (Omega * sqrt(2*3.141592));\n"
+" for (float Span = -round(Radius); Span < round(Radius); Span++) {\n"
+" float Dividend = -Span * Span;\n"
+" float Multiplier = A2 * exp(Dividend/Divisor);\n"
+" vec2 Dir = Span*direction;\n"
+" color += texture(image, uv + (Dir / resolution)) * Multiplier;\n"
+" }\n"
+" return color;\n"
+"}\n"
+"void main(void) {\n"
+" FragColor = blur(Texture, TexCoord, vec2(1280, 720), Direction);\n"
+"}\0";