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/**
* @file colorFilterF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
uniform sampler2DRect RenderTexture;
uniform float brightness;
uniform float contrast;
uniform vec3 contrastBase;
uniform float saturation;
uniform vec3 lumWeights;
const float gamma = 2.0;
void main(void)
{
vec3 color = vec3(texture2DRect(RenderTexture, gl_TexCoord[0].st));
/// Modulate brightness
color *= brightness;
/// Modulate contrast
color = mix(contrastBase, color, contrast);
/// Modulate saturation
color = mix(vec3(dot(color, lumWeights)), color, saturation);
gl_FragColor = vec4(color, 1.0);
}
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