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- uniform sampler2D bgl_RenderedTexture;
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- uniform float BC_BRIGHTNESS = 2;
- uniform float BC_CONTRAST = 1;
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- //const float BC_CONTRAST = 1.3; //1 is no contrast.
- //const float BC_BRIGHTNESS = 1.15; //1 is no brightness 1.15 is good
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- void main()
- {
- vec4 color = texture2D(bgl_RenderedTexture, gl_TexCoord[0].st);
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- color = ((color-1)*max(BC_CONTRAST,0));
- color = color+BC_BRIGHTNESS;
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- gl_FragColor = color;
- }
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