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

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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 nv;
uniform highp float nvGain;
void main()
{
if(nearest == 1)
color = texture(sampler1, uv);
else
color = texelFetch(sampler1, ivec2(uv * size), 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;
}
}