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-rw-r--r--src/effects/shaders_ng/leveladjust.frag47
1 files changed, 0 insertions, 47 deletions
diff --git a/src/effects/shaders_ng/leveladjust.frag b/src/effects/shaders_ng/leveladjust.frag
deleted file mode 100644
index d8cde59..0000000
--- a/src/effects/shaders_ng/leveladjust.frag
+++ /dev/null
@@ -1,47 +0,0 @@
-#version 440
-
-layout(location = 0) in vec2 qt_TexCoord0;
-layout(location = 0) out vec4 fragColor;
-
-layout(std140, binding = 0) uniform buf {
- // qt_Matrix and qt_Opacity must always be both present
- // if the built-in vertex shader is used.
- mat4 qt_Matrix;
- float qt_Opacity;
- vec3 minimumInputRGB;
- vec3 maximumInputRGB;
- float minimumInputAlpha;
- float maximumInputAlpha;
- vec3 minimumOutputRGB;
- vec3 maximumOutputRGB;
- float minimumOutputAlpha;
- float maximumOutputAlpha;
- vec3 gamma;
-};
-
-layout(binding = 1) uniform sampler2D source;
-
-float linearstep(float e0, float e1, float x)
-{
- return clamp((x - e0) / (e1 - e0), 0.0, 1.0);
-}
-
-void main()
-{
- vec4 textureColor = texture(source, qt_TexCoord0.st);
- vec4 color = vec4(textureColor.rgb / max(1.0/256.0, textureColor.a), textureColor.a);
-
- color.r = linearstep(minimumInputRGB.r, maximumInputRGB.r, color.r);
- color.g = linearstep(minimumInputRGB.g, maximumInputRGB.g, color.g);
- color.b = linearstep(minimumInputRGB.b, maximumInputRGB.b, color.b);
- color.a = linearstep(minimumInputAlpha, maximumInputAlpha, color.a);
-
- color.rgb = pow(color.rgb, gamma);
-
- color.r = minimumOutputRGB.r + color.r * (maximumOutputRGB.r - minimumOutputRGB.r);
- color.g = minimumOutputRGB.g + color.g * (maximumOutputRGB.g - minimumOutputRGB.g);
- color.b = minimumOutputRGB.b + color.b * (maximumOutputRGB.b - minimumOutputRGB.b);
- color.a = minimumOutputAlpha + color.a * (maximumOutputAlpha - minimumOutputAlpha);
-
- fragColor = vec4(color.rgb * color.a, color.a) * qt_Opacity;
-}