diff options
Diffstat (limited to 'render/fx_renderer/gles2/shaders/blur_effects.frag')
-rw-r--r-- | render/fx_renderer/gles2/shaders/blur_effects.frag | 60 |
1 files changed, 60 insertions, 0 deletions
diff --git a/render/fx_renderer/gles2/shaders/blur_effects.frag b/render/fx_renderer/gles2/shaders/blur_effects.frag new file mode 100644 index 0000000..fcead5d --- /dev/null +++ b/render/fx_renderer/gles2/shaders/blur_effects.frag @@ -0,0 +1,60 @@ +#ifdef GL_FRAGMENT_PRECISION_HIGH +precision highp float; +#else +precision mediump float; +#endif + +varying vec2 v_texcoord; + +uniform sampler2D tex; + +uniform float noise; +uniform float brightness; +uniform float contrast; +uniform float saturation; + +mat4 brightnessMatrix() { + float b = brightness - 1.0; + return mat4(1, 0, 0, 0, + 0, 1, 0, 0, + 0, 0, 1, 0, + b, b, b, 1); +} + +mat4 contrastMatrix() { + float t = (1.0 - contrast) / 2.0; + return mat4(contrast, 0, 0, 0, + 0, contrast, 0, 0, + 0, 0, contrast, 0, + t, t, t, 1); +} + +mat4 saturationMatrix() { + vec3 luminance = vec3(0.3086, 0.6094, 0.0820); + float oneMinusSat = 1.0 - saturation; + vec3 red = vec3(luminance.x * oneMinusSat); + red+= vec3(saturation, 0, 0); + vec3 green = vec3(luminance.y * oneMinusSat); + green += vec3(0, saturation, 0); + vec3 blue = vec3(luminance.z * oneMinusSat); + blue += vec3(0, 0, saturation); + return mat4(red, 0, + green, 0, + blue, 0, + 0, 0, 0, 1); +} + +// Fast generative noise function +float hash(vec2 p) { + return fract(sin(dot(p, vec2(12.9898, 78.233))) * 43758.5453); +} + +void main() { + vec4 color = texture2D(tex, v_texcoord); + color *= brightnessMatrix() * contrastMatrix() * saturationMatrix(); + float noiseHash = hash(v_texcoord); + float noiseAmount = (mod(noiseHash, 1.0) - 0.5); + color.rgb += noiseAmount * noise; + + gl_FragColor = color; +} |