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-rw-r--r--client/shaders/second_stage/opengl_fragment.glsl10
1 files changed, 10 insertions, 0 deletions
diff --git a/client/shaders/second_stage/opengl_fragment.glsl b/client/shaders/second_stage/opengl_fragment.glsl
index b7f79084a..09b49ef0e 100644
--- a/client/shaders/second_stage/opengl_fragment.glsl
+++ b/client/shaders/second_stage/opengl_fragment.glsl
@@ -5,6 +5,7 @@ uniform sampler2D rendered;
uniform sampler2D bloom;
uniform mediump float exposureFactor;
uniform lowp float bloomIntensity;
+uniform lowp float saturation;
#ifdef GL_ES
varying mediump vec2 varTexCoord;
@@ -57,6 +58,14 @@ vec4 applyToneMapping(vec4 color)
color.rgb *= whiteScale;
return color;
}
+
+vec3 applySaturation(vec3 color, float factor)
+{
+ // Calculate the perceived luminosity from the RGB color.
+ // See also: https://www.w3.org/WAI/GL/wiki/Relative_luminance
+ float brightness = dot(color, vec3(0.2125, 0.7154, 0.0721));
+ return mix(vec3(brightness), color, factor);
+}
#endif
void main(void)
@@ -85,6 +94,7 @@ void main(void)
{
#if ENABLE_TONE_MAPPING
color = applyToneMapping(color);
+ color.rgb = applySaturation(color.rgb, saturation);
#endif
}