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Merge pull request #33 from NT-Bourgeois-Iridescence-Technologies/master
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Added color correction and added contrast in shaders
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Hopson97 authored Sep 12, 2017
2 parents 41ca1ad + 5d91ff4 commit 873f869
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Showing 3 changed files with 35 additions and 3 deletions.
17 changes: 16 additions & 1 deletion Shaders/ChunkFragment.glsl
Original file line number Diff line number Diff line change
Expand Up @@ -6,8 +6,23 @@ in float passCardinalLight;

uniform sampler2D texSampler;

vec3 brightnessContrast(vec3 value, float brightness, float contrast){
return (value - 0.5) * contrast + 0.5 + (brightness-1);
}

vec4 color;

vec3 gamma(vec3 value, float param)
{
return vec3(pow(abs(value.r), param),pow(abs(value.g), param),pow(abs(value.b), param));
}

void main()
{
outColour = texture(texSampler, passTextureCoord) * passCardinalLight;
color = texture(texSampler, passTextureCoord);
color = vec4(brightnessContrast(color.xyz, 1.15f, 1.1f), color.w);
color = vec4(gamma(color.xyz, 1.3f),color.w);

outColour = color * passCardinalLight;
if (outColour.a == 0) discard;
}
19 changes: 18 additions & 1 deletion Shaders/SkyboxFragment.glsl
Original file line number Diff line number Diff line change
Expand Up @@ -5,7 +5,24 @@ in vec3 passTextureCoord;

uniform samplerCube texSampler;

vec3 brightnessContrast(vec3 value, float brightness, float contrast){
return (value - 0.5) * contrast + 0.5 + (brightness-1);
}

vec4 color;

vec3 gamma(vec3 value, float param)
{
return vec3(pow(abs(value.r), param),pow(abs(value.g), param),pow(abs(value.b), param));
}


void main()
{
outColour = texture(texSampler, passTextureCoord);
color = texture(texSampler, passTextureCoord);
color = vec4(brightnessContrast(color.xyz, 1.15f, 1.1f), color.w);
color = vec4(gamma(color.xyz, 3.3f),color.w);

outColour = color;
if (outColour.a == 0) discard;
}
2 changes: 1 addition & 1 deletion config.txt
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
renderdistance 16
renderdistance 8
fullscreen 1
windowsize 1280 720
fov 100

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