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$input v_color0, v_texcoord0
// license:BSD-3-Clause
// copyright-holders:Ryan Holtz,ImJezze
//-----------------------------------------------------------------------------
// Color Convolution Effect
//-----------------------------------------------------------------------------
// NB: intentionally wasteful of uniforms in order for easier slider utilization
#include "../../../../../3rdparty/bgfx/examples/common/common.sh"
uniform vec4 u_red_ratios;
uniform vec4 u_grn_ratios;
uniform vec4 u_blu_ratios;
uniform vec4 u_offset;
uniform vec4 u_scale;
uniform vec4 u_saturation;
#define RedRatios u_red_ratios.xyz
#define GrnRatios u_grn_ratios.xyz
#define BluRatios u_blu_ratios.xyz
#define Offset u_offset.xyz
#define Scale u_scale.xyz
#define Saturation u_saturation.x
SAMPLER2D(DiffuseSampler, 0);
void main()
{
vec4 BaseTexel = texture2D(DiffuseSampler, v_texcoord0);
vec3 OutRGB = BaseTexel.rgb;
// RGB Tint & Shift
float ShiftedRed = dot(OutRGB, RedRatios);
float ShiftedGrn = dot(OutRGB, GrnRatios);
float ShiftedBlu = dot(OutRGB, BluRatios);
// RGB Scale & Offset
vec3 OutTexel = vec3(ShiftedRed, ShiftedGrn, ShiftedBlu) * Scale + Offset;
// Saturation
vec3 Grayscale = vec3(0.299, 0.587, 0.114);
float OutLuma = dot(OutTexel, Grayscale);
vec3 OutChroma = OutTexel - OutLuma;
vec3 Saturated = OutLuma + OutChroma * Saturation;
gl_FragColor = vec4(Saturated, BaseTexel.a);
}
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