kwin/src/effects/icc/shaders/icc.frag

27 lines
554 B
GLSL

uniform sampler2D sampler;
varying vec2 texcoord0;
uniform sampler3D clut;
uniform vec4 modulation;
uniform float saturation;
void main()
{
vec4 tex = texture2D(sampler, texcoord0);
if (saturation != 1.0) {
vec3 desaturated = tex.rgb * vec3( 0.30, 0.59, 0.11 );
desaturated = vec3( dot( desaturated, tex.rgb ));
tex.rgb = tex.rgb * vec3( saturation ) + desaturated * vec3( 1.0 - saturation );
}
tex.rgb = texture3D(clut, tex.rgb).rgb;
tex *= modulation;
tex.rgb *= tex.a;
gl_FragColor = tex;
}