From e42303caed9acc87081ec2ed18e8102811572d52 Mon Sep 17 00:00:00 2001 From: littleguga Date: Mon, 4 Jul 2016 01:51:38 +0300 Subject: [PATCH] fix coefficients for detecting brightness --- fragment-shaders/crossfade-fs.glsl | 4 ++-- fragment-shaders/fxaa-fs.glsl | 4 ++-- fragment-shaders/fxaa2-fs.glsl | 4 ++-- fragment-shaders/grayscale-fs.glsl | 4 ++-- fragment-shaders/guided-directional-blur-fs.glsl | 4 ++-- fragment-shaders/halftone-fs.glsl | 2 +- fragment-shaders/halftone2-fs.glsl | 2 +- fragment-shaders/ssao-simple-fs.glsl | 4 ++-- 8 files changed, 14 insertions(+), 14 deletions(-) diff --git a/fragment-shaders/crossfade-fs.glsl b/fragment-shaders/crossfade-fs.glsl index 2ecbb37..3bd14c4 100755 --- a/fragment-shaders/crossfade-fs.glsl +++ b/fragment-shaders/crossfade-fs.glsl @@ -12,7 +12,7 @@ void main( void ) { float range = .2; vec4 from = texture2D( tInput, vUv ); vec4 to = texture2D( tInput2, vUv ); - vec3 luma = vec3( .299, 0.587, 0.114 ); + vec3 luma = vec3( .213, .715, .072 ); float v = clamp( dot( luma, texture2D( tFadeMap, vUv ).rgb ), 0., 1. - range ); float threshold = 0.1; @@ -21,4 +21,4 @@ void main( void ) { gl_FragColor = mix( from, to, m ); -} \ No newline at end of file +} diff --git a/fragment-shaders/fxaa-fs.glsl b/fragment-shaders/fxaa-fs.glsl index 837793b..6294d84 100755 --- a/fragment-shaders/fxaa-fs.glsl +++ b/fragment-shaders/fxaa-fs.glsl @@ -16,7 +16,7 @@ void main() { vec3 rgbSE = texture2D( tInput, ( vUv.xy + vec2( 1.0, 1.0 ) * res ) ).xyz; vec4 rgbaM = texture2D( tInput, vUv.xy * res ); vec3 rgbM = rgbaM.xyz; - vec3 luma = vec3( 0.299, 0.587, 0.114 ); + vec3 luma = vec3( .213, .715, .072 ); float lumaNW = dot( rgbNW, luma ); float lumaNE = dot( rgbNE, luma ); @@ -51,4 +51,4 @@ void main() { } //gl_FragColor = vec4( texture2D( tInput,vUv ).xyz, 1. ); -} \ No newline at end of file +} diff --git a/fragment-shaders/fxaa2-fs.glsl b/fragment-shaders/fxaa2-fs.glsl index eba8d2e..bdddcaf 100755 --- a/fragment-shaders/fxaa2-fs.glsl +++ b/fragment-shaders/fxaa2-fs.glsl @@ -27,7 +27,7 @@ void main() { vec3 rgbSE = texture2D(tInput, vertTexcoord.xy + (vec2(+1.0, +1.0) * texcoordOffset)).xyz; vec3 rgbM = texture2D(tInput, vertTexcoord.xy).xyz; - vec3 luma = vec3(0.299, 0.587, 0.114); + vec3 luma = vec3( .213, .715, .072 ); float lumaNW = dot(rgbNW, luma); float lumaNE = dot(rgbNE, luma); float lumaSW = dot(rgbSW, luma); @@ -64,4 +64,4 @@ void main() { gl_FragColor.a = 1.0; //gl_FragColor *= vertColor; -} \ No newline at end of file +} diff --git a/fragment-shaders/grayscale-fs.glsl b/fragment-shaders/grayscale-fs.glsl index 5ef0702..9af64c9 100755 --- a/fragment-shaders/grayscale-fs.glsl +++ b/fragment-shaders/grayscale-fs.glsl @@ -4,8 +4,8 @@ uniform vec2 resolution; void main() { - vec3 luma = vec3( .299, 0.587, 0.114 ); + vec3 luma = vec3( .213, .715, .072 ); vec4 color = texture2D( tInput, vUv ); gl_FragColor = vec4( vec3( dot( color.rgb, luma ) ), color.a ); -} \ No newline at end of file +} diff --git a/fragment-shaders/guided-directional-blur-fs.glsl b/fragment-shaders/guided-directional-blur-fs.glsl index 2a51fb7..6badb34 100755 --- a/fragment-shaders/guided-directional-blur-fs.glsl +++ b/fragment-shaders/guided-directional-blur-fs.glsl @@ -7,7 +7,7 @@ float random(vec3 scale,float seed){return fract(sin(dot(gl_FragCoord.xyz+seed,s float sampleBias( vec2 uv ) { //return texture2D( tBias, uv ).r; - vec3 luma = vec3( .299, 0.587, 0.114 ); + vec3 luma = vec3( .213, .715, .072 ); return dot( texture2D( tBias, uv ).rgb, luma ); } @@ -33,4 +33,4 @@ void main() { gl_FragColor = color / total; gl_FragColor.rgb/=gl_FragColor.a+0.00001; -} \ No newline at end of file +} diff --git a/fragment-shaders/halftone-fs.glsl b/fragment-shaders/halftone-fs.glsl index f46fd5b..4397484 100755 --- a/fragment-shaders/halftone-fs.glsl +++ b/fragment-shaders/halftone-fs.glsl @@ -19,7 +19,7 @@ void main(void) { p.x -= dx; p.y -= dy; vec3 col = texture2D(tInput, p).rgb; - vec3 luma = vec3( .299, 0.587, 0.114 ); + vec3 luma = vec3( .213, .715, .072 ); float bright = dot( col.rgb, luma ); float dist = sqrt(dx*dx + dy*dy); diff --git a/fragment-shaders/halftone2-fs.glsl b/fragment-shaders/halftone2-fs.glsl index b3a2b79..e7d9431 100755 --- a/fragment-shaders/halftone2-fs.glsl +++ b/fragment-shaders/halftone2-fs.glsl @@ -31,7 +31,7 @@ void main(void) { vec2 d = vec2( 1. / amount ) * vec2( 1., ar ); vec2 tUv = floor( vUv / d ) * d; vec3 dotColorCalculation = texture2D( tInput, tUv ).rgb; - vec3 luma = vec3( .299, 0.587, 0.114 ); + vec3 luma = vec3( .213, .715, .072 ); vec3 gradientColor = dotColorCalculation ;//texture2D( tInput, vUv ).rgb; float radius = sqrt( dot( dotColorCalculation, luma ) ); diff --git a/fragment-shaders/ssao-simple-fs.glsl b/fragment-shaders/ssao-simple-fs.glsl index 2a1b208..3de6fd0 100755 --- a/fragment-shaders/ssao-simple-fs.glsl +++ b/fragment-shaders/ssao-simple-fs.glsl @@ -176,7 +176,7 @@ void main(void) /* vec3 color = texture2D(bgl_RenderedTexture,texCoord).rgb; - vec3 lumcoeff = vec3(0.299,0.587,0.114); + vec3 lumcoeff = vec3(0.213, 0.715, 0.072); float lum = dot(color.rgb, lumcoeff); vec3 luminance = vec3(lum, lum, lum); @@ -192,4 +192,4 @@ void main(void) gl_FragColor = vec4(final,1.0); -} \ No newline at end of file +}