uniform sampler2D tex_in; uniform vec4 shadows_color_in; uniform vec4 midtones_color_in; uniform vec4 highlights_color_in; uniform float shadows_amount_in; uniform float midtones_amount_in; uniform float highlights_amount_in; uniform vec3 luma_coefficients_in; in vec2 ove_texcoord; out vec4 frag_color; vec3 color_offset(vec4 control, float amount) { return (control.rgb - vec3(0.5)) * 2.0 * amount; } void main(void) { vec4 source = texture(tex_in, ove_texcoord); float luma = clamp(dot(source.rgb, luma_coefficients_in), 0.0, 1.0); float shadow_weight = smoothstep(0.75, 0.0, luma); float highlight_weight = smoothstep(0.25, 1.0, luma); float midtone_weight = clamp(1.0 - abs(luma - 0.5) * 2.0, 0.0, 1.0); vec3 adjustment = color_offset(shadows_color_in, shadows_amount_in) * shadow_weight + color_offset(midtones_color_in, midtones_amount_in) * midtone_weight + color_offset(highlights_color_in, highlights_amount_in) * highlight_weight; vec3 graded = source.rgb + adjustment * source.rgb * (1.0 - source.rgb); frag_color = vec4(clamp(graded, 0.0, 1.0), source.a); }