mirror of
https://github.com/scratchfoundation/bgfx.git
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47 lines
1.4 KiB
Text
47 lines
1.4 KiB
Text
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#version 300 es
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layout(location=0) out mediump vec4 _glesFragData[4];
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uniform sampler2D _MainTex;
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uniform sampler2D _Curve;
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uniform highp float _RangeScale;
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in highp vec2 xlv_TEXCOORD0;
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void main ()
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{
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highp float newLum_1;
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highp vec3 cie_2;
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highp vec4 color_3;
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lowp vec4 tmpvar_4;
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tmpvar_4 = texture (_MainTex, xlv_TEXCOORD0);
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color_3 = tmpvar_4;
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highp vec3 Yxy_5;
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highp vec3 tmpvar_6;
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tmpvar_6 = (mat3(0.514136, 0.265068, 0.0241188, 0.323879, 0.670234, 0.122818, 0.160364, 0.0640916, 0.844427) * color_3.xyz);
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Yxy_5.x = tmpvar_6.y;
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Yxy_5.yz = (tmpvar_6.xy / dot (vec3(1.0, 1.0, 1.0), tmpvar_6));
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cie_2.yz = Yxy_5.yz;
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highp vec2 tmpvar_7;
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tmpvar_7.y = 0.5;
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tmpvar_7.x = (tmpvar_6.y * _RangeScale);
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lowp float tmpvar_8;
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tmpvar_8 = texture (_Curve, tmpvar_7).x;
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newLum_1 = tmpvar_8;
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cie_2.x = newLum_1;
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highp vec3 XYZ_9;
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XYZ_9.x = ((newLum_1 * Yxy_5.y) / Yxy_5.z);
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XYZ_9.y = cie_2.x;
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XYZ_9.z = ((newLum_1 * (
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(1.0 - Yxy_5.y)
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- Yxy_5.z)) / Yxy_5.z);
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color_3.xyz = (mat3(2.5651, -1.0217, 0.0753, -1.1665, 1.9777, -0.2543, -0.3986, 0.0439, 1.1892) * XYZ_9);
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_glesFragData[0] = color_3;
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}
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// stats: 12 alu 2 tex 0 flow
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// inputs: 1
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// #0: xlv_TEXCOORD0 (high float) 2x1 [-1]
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// uniforms: 1 (total size: 0)
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// #0: _RangeScale (high float) 1x1 [-1]
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// textures: 2
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// #0: _MainTex (low 2d) 0x0 [-1]
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// #1: _Curve (low 2d) 0x0 [-1]
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