12-22-2015, 08:51 PM
fragment shader update :
uniform sampler2D sampler0;
varying vec4 v_texcoord0;
void main()
{
vec3 ct = texture2D(sampler0, v_texcoord0.zw).xyz;
float br = max(max(ct.r, ct.g), ct.b);
float nbr;
if (br >= 0 && br < 0.05) nbr = 0.025;
else if (br >= 0.05 && br < 0.2) nbr = 0.125;
else if (br >= 0.2 && br < 0.25) nbr = 0.225;
else if (br >= 0.25 && br < 0.30) nbr = 0.275;
else if (br >= 0.30 && br < 0.45) nbr = 0.375;
else if (br >= 0.45 && br < 0.50) nbr = 0.475;
else if (br >= 0.5 && br < 0.55) nbr = 0.525;
else if (br >= 0.55 && br < 0.70) nbr = 0.625;
else if (br >= 0.70 && br < 0.75) nbr = 0.725;
else if (br >= 0.75 && br < 0.8) nbr = 0.775;
else if (br >= 0.8 && br < 0.95) nbr = 0.875;
else if (br >= 0.95 && br <= 1) nbr = 0.975;
float mul = nbr / br;
ct *= mul;
gl_FragColor.xyz = ct;
gl_FragColor.a = 1.0;
}
uniform sampler2D sampler0;
varying vec4 v_texcoord0;
void main()
{
vec3 ct = texture2D(sampler0, v_texcoord0.zw).xyz;
float br = max(max(ct.r, ct.g), ct.b);
float nbr;
if (br >= 0 && br < 0.05) nbr = 0.025;
else if (br >= 0.05 && br < 0.2) nbr = 0.125;
else if (br >= 0.2 && br < 0.25) nbr = 0.225;
else if (br >= 0.25 && br < 0.30) nbr = 0.275;
else if (br >= 0.30 && br < 0.45) nbr = 0.375;
else if (br >= 0.45 && br < 0.50) nbr = 0.475;
else if (br >= 0.5 && br < 0.55) nbr = 0.525;
else if (br >= 0.55 && br < 0.70) nbr = 0.625;
else if (br >= 0.70 && br < 0.75) nbr = 0.725;
else if (br >= 0.75 && br < 0.8) nbr = 0.775;
else if (br >= 0.8 && br < 0.95) nbr = 0.875;
else if (br >= 0.95 && br <= 1) nbr = 0.975;
float mul = nbr / br;
ct *= mul;
gl_FragColor.xyz = ct;
gl_FragColor.a = 1.0;
}

