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https://github.com/Orama-Interactive/Pixelorama.git
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Thanks to https://godotshaders.com/shader/color-manipulator/ The shader has more options than just brightness and contrast though, but I didn't know how else to name the effect. "Adjust Brightness/Contrast" makes it immediately obvious as to what the effect is about.
60 lines
1.9 KiB
Text
60 lines
1.9 KiB
Text
// Shader from https://godotshaders.com/shader/color-manipulator/
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// Licensed under CC0
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shader_type canvas_item;
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render_mode unshaded;
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uniform float brightness : hint_range(-1, 1) = 0;
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uniform float contrast : hint_range(0, 3) = 1.0;
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uniform float saturation : hint_range(0, 3) = 1.0;
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uniform float red_value : hint_range(0, 1) = 1.0;
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uniform float green_value : hint_range(0, 1) = 1.0;
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uniform float blue_value : hint_range(0, 1) = 1.0;
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uniform vec4 tint_color : source_color = vec4(1.0, 1.0, 1.0, 1.0);
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uniform float tint_effect_factor : hint_range(0, 1) = 0.0;
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uniform sampler2D selection : filter_nearest;
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mat4 contrastMatrix( float _contrast )
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{
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float t = ( 1.0 - _contrast ) / 2.0;
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return mat4(
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vec4(_contrast, 0, 0, 0),
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vec4(0, _contrast, 0, 0),
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vec4(0, 0, _contrast, 0),
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vec4(t, t, t, 1));
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}
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mat4 brightnessMatrix( float _brightness )
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{
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return mat4( vec4(1, 0, 0, 0),
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vec4(0, 1, 0, 0),
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vec4(0, 0, 1, 0),
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vec4(_brightness, _brightness, _brightness, 1));
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}
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mat4 saturationMatrix( float _saturation )
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{
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vec3 luminance = vec3( 0.3086, 0.6094, 0.0820 );
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float oneMinusSat = 1.0 - _saturation;
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vec3 red = vec3( luminance.x * oneMinusSat );
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red+= vec3(_saturation, 0, 0) * red_value;
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vec3 green = vec3( luminance.y * oneMinusSat );
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green += vec3(0, _saturation, 0) * green_value;
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vec3 blue = vec3( luminance.z * oneMinusSat );
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blue += vec3(0, 0, _saturation ) * blue_value;
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return mat4(vec4(red, 0), vec4(green, 0), vec4(blue, 0), vec4(0, 0, 0, 1));
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}
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void fragment()
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{
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vec4 original_color = texture(TEXTURE, UV);
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vec4 selection_color = texture(selection, UV);
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vec4 c2 = original_color * tint_color;
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vec4 col = brightnessMatrix(brightness) * contrastMatrix(contrast) * saturationMatrix(saturation) * mix(original_color, c2, tint_effect_factor);
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vec3 output = mix(original_color.rgb, col.rgb, selection_color.a);
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COLOR = vec4(output.rgb, original_color.a);
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}
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