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path: root/system/shaders/GL/1.5/gl_output.glsl
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#if defined(XBMC_DITHER)
uniform sampler2D m_dither;
uniform float     m_ditherquant;
uniform vec2      m_dithersize;
#endif
#if defined(KODI_3DLUT)
uniform float     m_CLUTsize;
uniform sampler3D m_CLUT;
#endif

void main()
{
  vec4 rgb = process();

#if defined(KODI_3DLUT)
  // FIXME: can this be optimized?
  rgb  = texture(m_CLUT, (rgb.rgb*(m_CLUTsize-1.0) + 0.5) / m_CLUTsize);
#endif

#if defined(XBMC_FULLRANGE)
#if __VERSION__ <= 120
  rgb = (rgb-(16.0/255.0)) * 255.0/219.0;
#else
  rgb = clamp((rgb-(16.0/255.0)) * 255.0/219.0, 0, 1);
#endif
#endif

#if defined(XBMC_DITHER)
  vec2 ditherpos  = gl_FragCoord.xy / m_dithersize;
  // ditherval is multiplied by 65536/(dither_size^2) to make it [0,1[
  // FIXME: scale dither values before uploading?
  float ditherval = texture(m_dither, ditherpos).r * 16.0;
  rgb = floor(rgb * m_ditherquant + ditherval) / m_ditherquant;
#endif

  fragColor = rgb;
}