Created
December 27, 2017 01:07
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compton compositor compatible code for colour correction
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/* compton --backend glx --glx-fshader-win "$(cat ~/compton-colour.glsl)" */ | |
uniform sampler2D tex; | |
/*mProtanopia*/ | |
//static const half3 blindVisionR = float3( 0.20 , 0.99 , -0.19 ); | |
//static const half3 blindVisionG = float3( 0.16 , 0.79 , 0.04 ); | |
//static const half3 blindVisionB = float3( 0.01 , -0.01 , 1.00 ); | |
/*mDeuteranopia*/ | |
//static const half3 blindVisionR = float3( 0.43 , 0.72 , -0.15 ); | |
//static const half3 blindVisionG = float3( 0.34 , 0.57 , 0.09 ); | |
//static const half3 blindVisionB = float3(-0.02 , 0.03 , 1.00 ); | |
/*mTritanopia*/ | |
//static const half3 blindVisionR = float3( 0.97 , 0.11 , -0.08 ); | |
//static const half3 blindVisionG = float3( 0.02 , 0.82 , 0.16 ); | |
//static const half3 blindVisionB = float3( -0.06 , 0.88 , 0.18 ); | |
/*mDogVision*/ | |
static const half3 blindVisionR = float3( 0.32 , 0.85 , -0.17 ); | |
static const half3 blindVisionG = float3( 0.25 , 0.68 , 0.07 ); | |
static const half3 blindVisionB = float3( -0.01 , 0.01 , 1.00 ); | |
void main() | |
{ | |
vec4 fragColor = texture2D(tex, gl_TexCoord[0]); | |
fragColor = vec4(dot(fragColor, blindVisionR), dot(fragColor, blindVisionG), dot(fragColor, blindVisionB), fragColor.a); | |
gl_FragColor = fragColor; | |
} |
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