/* ========================================================================= * Freetype GL - A C OpenGL Freetype engine * Platform: Any * WWW: http://code.google.com/p/freetype-gl/ * ------------------------------------------------------------------------- * Copyright 2011 Nicolas P. Rougier. All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * 1. Redistributions of source code must retain the above copyright notice, * this list of conditions and the following disclaimer. * * 2. Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY NICOLAS P. ROUGIER ''AS IS'' AND ANY EXPRESS OR * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO * EVENT SHALL NICOLAS P. ROUGIER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, * INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF * THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. * * The views and conclusions contained in the software and documentation are * those of the authors and should not be interpreted as representing official * policies, either expressed or implied, of Nicolas P. Rougier. * ========================================================================= */ vec3 energy_distribution( vec4 previous, vec4 current, vec4 next ) { float primary = 1.0/3.0; float secondary = 1.0/3.0; float tertiary = 0.0; // Energy distribution as explained on: // http://www.grc.com/freeandclear.htm // // .. v.. // RGB RGB RGB // previous.g + previous.b + current.r + current.g + current.b // // . .v. . // RGB RGB RGB // previous.b + current.r + current.g + current.b + next.r // // ..v .. // RGB RGB RGB // current.r + current.g + current.b + next.r + next.g float r = tertiary * previous.g + secondary * previous.b + primary * current.r + secondary * current.g + tertiary * current.b; float g = tertiary * previous.b + secondary * current.r + primary * current.g + secondary * current.b + tertiary * next.r; float b = tertiary * current.r + secondary * current.g + primary * current.b + secondary * next.r + tertiary * next.g; return vec3(r,g,b); } uniform sampler2D texture; uniform vec3 pixel; varying float vgamma; varying float vshift; void main() { vec2 uv = gl_TexCoord[0].xy; float shift = vshift; // LCD Off if( pixel.z == 1.0) { float a = texture2D(texture, uv).r; gl_FragColor = gl_Color * pow( a, 1.0/vgamma ); return; } // LCD On vec4 current = texture2D(texture, uv); vec4 previous= texture2D(texture, uv+vec2(-1.,0.)*pixel.xy); vec4 next = texture2D(texture, uv+vec2(+1.,0.)*pixel.xy); current = pow(current, vec4(1.0/vgamma)); previous= pow(previous, vec4(1.0/vgamma)); float r = current.r; float g = current.g; float b = current.b; if( shift <= 0.333 ) { float z = shift/0.333; r = mix(current.r, previous.b, z); g = mix(current.g, current.r, z); b = mix(current.b, current.g, z); } else if( shift <= 0.666 ) { float z = (shift-0.33)/0.333; r = mix(previous.b, previous.g, z); g = mix(current.r, previous.b, z); b = mix(current.g, current.r, z); } else if( shift < 1.0 ) { float z = (shift-0.66)/0.334; r = mix(previous.g, previous.r, z); g = mix(previous.b, previous.g, z); b = mix(current.r, previous.b, z); } float t = max(max(r,g),b); vec4 color = vec4(gl_Color.rgb, (r+g+b)/3.0); color = t*color + (1.0-t)*vec4(r,g,b, min(min(r,g),b)); gl_FragColor = vec4( color.rgb, gl_Color.a*color.a); // gl_FragColor = vec4(pow(vec3(r,g,b),vec3(1.0/vgamma)),a); /* vec3 color = energy_distribution(previous, vec4(r,g,b,1), next); color = pow( color, vec3(1.0/vgamma)); vec3 color = vec3(r,g,b); //pow( vec3(r,g,b), vec3(1.0/vgamma)); gl_FragColor.rgb = color; //*gl_Color.rgb; gl_FragColor.a = (color.r+color.g+color.b)/3.0 * gl_Color.a; */ // gl_FragColor = vec4(pow(vec3(r,g,b),vec3(1.0/vgamma)),a); //gl_FragColor = vec4(r,g,b,a); }