looking-glass/client/renderers/EGL/shader/desktop_rgb.frag

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GLSL
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#version 300 es
in highp vec2 uv;
out highp vec4 color;
uniform sampler2D sampler1;
uniform int nearest;
uniform highp vec2 size;
uniform int rotate;
uniform int nv;
uniform highp float nvGain;
uniform int cbMode;
void main()
{
highp vec2 ruv;
if (rotate == 0) // 0
{
ruv = uv;
}
else if (rotate == 1) // 90
{
ruv.x = uv.y;
ruv.y = -uv.x + 1.0f;
}
else if (rotate == 2) // 180
{
ruv.x = -uv.x + 1.0f;
ruv.y = -uv.y + 1.0f;
}
else if (rotate == 3) // 270
{
ruv.x = -uv.y + 1.0f;
ruv.y = uv.x;
}
if(nearest == 1)
color = texture(sampler1, ruv);
else
color = texelFetch(sampler1, ivec2(ruv * size), 0);
if (cbMode > 0)
{
highp float L = (17.8824000 * color.r) + (43.516100 * color.g) + (4.11935 * color.b);
highp float M = (03.4556500 * color.r) + (27.155400 * color.g) + (3.86714 * color.b);
highp float S = (00.0299566 * color.r) + (00.184309 * color.g) + (1.46709 * color.b);
highp float l, m, s;
if (cbMode == 1) // Protanope
{
l = 0.0f * L + 2.02344f * M + -2.52581f * S;
m = 0.0f * L + 1.0f * M + 0.0f * S;
s = 0.0f * L + 0.0f * M + 1.0f * S;
}
else if (cbMode == 2) // Deuteranope
{
l = 1.000000 * L + 0.0f * M + 0.00000 * S;
m = 0.494207 * L + 0.0f * M + 1.24827 * S;
s = 0.000000 * L + 0.0f * M + 1.00000 * S;
}
else if (cbMode == 3) // Tritanope
{
l = 1.000000 * L + 0.000000 * M + 0.0 * S;
m = 0.000000 * L + 1.000000 * M + 0.0 * S;
s = -0.395913 * L + 0.801109 * M + 0.0 * S;
}
highp vec4 error;
error.r = ( 0.080944447900 * l) + (-0.13050440900 * m) + ( 0.116721066 * s);
error.g = (-0.010248533500 * l) + ( 0.05401932660 * m) + (-0.113614708 * s);
error.b = (-0.000365296938 * l) + (-0.00412161469 * m) + ( 0.693511405 * s);
error.a = 0.0;
error = color - error;
color.g += (error.r * 0.7) + (error.g * 1.0);
color.b += (error.r * 0.7) + (error.b * 1.0);
}
if (nv == 1)
{
highp float lumi = 1.0 - (0.2126 * color.r + 0.7152 * color.g + 0.0722 * color.b);
color *= 1.0 + lumi;
color *= nvGain;
}
color.a = 1.0;
}