dungeon_crawler
diff prototype/sdr/post.p.glsl @ 77:d89b403f630b
added gamma correction (without dialing the lighting down yet)
fixed the incorrect PointLight sphere radius
author | John Tsiombikas <nuclear@member.fsf.org> |
---|---|
date | Fri, 26 Oct 2012 03:03:52 +0300 |
parents | f379c00eb07f |
children | 12a1dcfe91fa |
line diff
1.1 --- a/prototype/sdr/post.p.glsl Tue Oct 23 14:57:08 2012 +0300 1.2 +++ b/prototype/sdr/post.p.glsl Fri Oct 26 03:03:52 2012 +0300 1.3 @@ -4,8 +4,10 @@ 1.4 void main() 1.5 { 1.6 // lookup the render output color for this pixel 1.7 - vec4 color = texture2D(fbtex, gl_TexCoord[0].st); 1.8 - vec3 tc = (color.xyz * 15.0 + 0.5) / 16.0; 1.9 + vec4 fbcolor = texture2D(fbtex, gl_TexCoord[0].st); 1.10 + vec3 tc = (fbcolor.xyz * 15.0 + 0.5) / 16.0; 1.11 // use that color as an index into the palette 1.12 - gl_FragColor = vec4(texture3D(paltex, tc).xyz, color.a); 1.13 + vec3 color = texture3D(paltex, tc).xyz; 1.14 + // gamma-correction 1.15 + gl_FragColor = vec4(pow(color, 1.0 / 2.2), fbcolor.a); 1.16 }