/* Freetype GL - A C OpenGL Freetype engine * * Distributed under the OSI-approved BSD 2-Clause License. See accompanying * file `LICENSE` for more details. */ 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 tex; uniform vec3 pixel; varying vec4 vcolor; varying vec2 vtex_coord; varying float vshift; varying float vgamma; void main() { // LCD Off if( pixel.z == 1.0) { float a = texture2D(tex, vtex_coord).r; gl_FragColor = vcolor * pow( a, 1.0/vgamma ); return; } // LCD On vec4 current = texture2D(tex, vtex_coord); vec4 previous= texture2D(tex, vtex_coord+vec2(-1.,0.)*pixel.xy); vec4 next = texture2D(tex, vtex_coord+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( vshift <= 0.333 ) { float z = vshift/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( vshift <= 0.666 ) { float z = (vshift-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( vshift < 1.0 ) { float z = (vshift-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(vcolor.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, vcolor.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_FragColor.a = (color.r+color.g+color.b)/3.0 * vcolor.a; */ // gl_FragColor = vec4(pow(vec3(r,g,b),vec3(1.0/vgamma)),a); //gl_FragColor = vec4(r,g,b,a); }