FRAGMENT_SHADER_VARS
"uniform float brightness, contrast;"
FRAGMENT_SHADER_BEGIN
+ " color.rgb /= color.a;"
" color.rgb = (color.rgb - vec3(0.5, 0.5, 0.5)) * contrast + "
"vec3 (brightness + 0.5, brightness + 0.5, brightness + 0.5);"
+ " color.rgb *= color.a;"
FRAGMENT_SHADER_END
},
{"invert",
FRAGMENT_SHADER_VARS
FRAGMENT_SHADER_BEGIN
+ " color.rgb /= color.a;"
" color.rgb = vec3(1.0, 1.0, 1.0) - color.rgb;\n"
+ " color.rgb *= color.a;"
FRAGMENT_SHADER_END
},
"uniform float brightness;"
"uniform float contrast;"
FRAGMENT_SHADER_BEGIN
+ " color.rgb /= color.a;"
" color.r = (color.r - 0.5) * contrast + brightness + 0.5;"
" color.g = (color.g - 0.5) * contrast + brightness + 0.5;"
" color.b = (color.b - 0.5) * contrast + brightness + 0.5;"
+ " color.rgb *= color.a;"
FRAGMENT_SHADER_END
},