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authornathan <nathansmith@disroot.org>2025-10-19 03:30:50 +0000
committernathan <nathansmith@disroot.org>2025-10-19 03:30:50 +0000
commitb51304d57fcd2a9e05d505b283cf9ad9176f6588 (patch)
treee150d55d15d11f1ac905f7701c3dff7c8ffe9442 /assets/shaders/glsl330/postprocessing.fs
parent7f77f57971263f5c3da73920652474e8413bf61f (diff)
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-rw-r--r--assets/shaders/glsl330/postprocessing.fs10
1 files changed, 5 insertions, 5 deletions
diff --git a/assets/shaders/glsl330/postprocessing.fs b/assets/shaders/glsl330/postprocessing.fs
index cdf23a2..7afd3cb 100644
--- a/assets/shaders/glsl330/postprocessing.fs
+++ b/assets/shaders/glsl330/postprocessing.fs
@@ -10,11 +10,11 @@ out vec4 finalColor;
// Edge dection.
uniform vec2 resolution = vec2(596, 447);
-float edgeFactor = 0.15;
+uniform float edgeFactor = 0.15;
// Color depth.
-float gamma = 0.6;
-float numColors = 11.0;
+uniform float gamma = 0.6;
+uniform float colorCount = 11.0;
void main()
{
@@ -23,9 +23,9 @@ void main()
// Color depth
texelColor = pow(texelColor, vec3(gamma, gamma, gamma));
- texelColor = texelColor*numColors;
+ texelColor = texelColor*colorCount;
texelColor = floor(texelColor);
- texelColor = texelColor/numColors;
+ texelColor = texelColor/colorCount;
texelColor = pow(texelColor, vec3(1.0/gamma));
// Edges.