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-rw-r--r--src/effects/shaders_ng/leveladjust.frag47
1 files changed, 47 insertions, 0 deletions
diff --git a/src/effects/shaders_ng/leveladjust.frag b/src/effects/shaders_ng/leveladjust.frag
new file mode 100644
index 0000000..d8cde59
--- /dev/null
+++ b/src/effects/shaders_ng/leveladjust.frag
@@ -0,0 +1,47 @@
+#version 440
+
+layout(location = 0) in vec2 qt_TexCoord0;
+layout(location = 0) out vec4 fragColor;
+
+layout(std140, binding = 0) uniform buf {
+ // qt_Matrix and qt_Opacity must always be both present
+ // if the built-in vertex shader is used.
+ mat4 qt_Matrix;
+ float qt_Opacity;
+ vec3 minimumInputRGB;
+ vec3 maximumInputRGB;
+ float minimumInputAlpha;
+ float maximumInputAlpha;
+ vec3 minimumOutputRGB;
+ vec3 maximumOutputRGB;
+ float minimumOutputAlpha;
+ float maximumOutputAlpha;
+ vec3 gamma;
+};
+
+layout(binding = 1) uniform sampler2D source;
+
+float linearstep(float e0, float e1, float x)
+{
+ return clamp((x - e0) / (e1 - e0), 0.0, 1.0);
+}
+
+void main()
+{
+ vec4 textureColor = texture(source, qt_TexCoord0.st);
+ vec4 color = vec4(textureColor.rgb / max(1.0/256.0, textureColor.a), textureColor.a);
+
+ color.r = linearstep(minimumInputRGB.r, maximumInputRGB.r, color.r);
+ color.g = linearstep(minimumInputRGB.g, maximumInputRGB.g, color.g);
+ color.b = linearstep(minimumInputRGB.b, maximumInputRGB.b, color.b);
+ color.a = linearstep(minimumInputAlpha, maximumInputAlpha, color.a);
+
+ color.rgb = pow(color.rgb, gamma);
+
+ color.r = minimumOutputRGB.r + color.r * (maximumOutputRGB.r - minimumOutputRGB.r);
+ color.g = minimumOutputRGB.g + color.g * (maximumOutputRGB.g - minimumOutputRGB.g);
+ color.b = minimumOutputRGB.b + color.b * (maximumOutputRGB.b - minimumOutputRGB.b);
+ color.a = minimumOutputAlpha + color.a * (maximumOutputAlpha - minimumOutputAlpha);
+
+ fragColor = vec4(color.rgb * color.a, color.a) * qt_Opacity;
+}