port from perforce
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@@ -0,0 +1,18 @@
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uniform sampler2D tex;
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void main()
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{
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vec3 color = texture2D(tex, gl_TexCoord[0].xy).rgb;
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float luminance = dot( vec3(0.3, 0.59, 0.11), color);
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/*float luminance = dot( vec3(0.33, 0.33, 0.33), color);*/
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/* [0 .. infinity] is mapped to [0 .. 1] */
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float factor = luminance / (1.0 + luminance);
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/* interesting bug : make black area */
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/* float factor = sin((luminance * 3.141596 * 0.5) / (1.0 + luminance));*/
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gl_FragColor = vec4( factor * color, 1.0 );
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}
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