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- const vec3 W = vec3(0.2125, 0.7154, 0.0721);
- vec3 BrightnessContrastSaturation(vec3 color, float brt, float con, float sat)
- {
- vec3 black = vec3(0., 0., 0.);
- vec3 middle = vec3(0.5, 0.5, 0.5);
- float luminance = dot(color, W);
- vec3 gray = vec3(luminance, luminance, luminance);
- vec3 brtColor = mix(black, color, brt);
- vec3 conColor = mix(middle, brtColor, con);
- vec3 satColor = mix(gray, conColor, sat);
- return satColor;
- }
- vec3 Exposure(vec3 color, float exposure) {
- return color * pow(2.0, exposure);
- }
- void mainImage( out vec4 fragColor, in vec2 fragCoord )
- {
- vec2 uv = fragCoord.xy / iResolution.xy;
- vec3 color = texture2D(iChannel0, uv).rgb;
- color = BrightnessContrastSaturation(color, 1.0, 1.0, 1.22);
- color = Exposure(color, 0.);
- fragColor = vec4(color, 1.);
- }
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