0.0) {
pixel_out =mix(glowed,glowed+pixel_out,IN_GLOW_ADD);
} else {
pixel_out =glowed;
}
} else if (FIX_SCANLINES) {
pixel_out=fix_scanlines(0.2); //try from 0.1 to 0.3
}
if (DO_RGB_MASK) {
pixel_out = pixel_vmask(pixel_out,m1,m2,m3,pixel_in,VMASK_OVERWHITE);
}
if (DO_DARKLINES && DO_HALO && FIX_FOR_INTEL) {
haloed = pixel_glow(halo_w,halo_h,halo_power,halo_gamma);
pixel_out+=haloed; //yes i know,
pixel_out-=haloed; //but still...
}
if (DO_DARKLINES) {
pixel_out = pixel_darklines(pixel_out,DARKLINES_PERIOD,DARKLINES_TRANSPARENCY,DO_DARKLINES_VOFFSET,pixel_in,DRKLN_OVERWHITE);
}
if (DO_HALO) {
haloed = pixel_glow(halo_w,halo_h,halo_power,halo_gamma);
pixel_out +=haloed;
}
if (DO_BLOOM) {
bloomed = bloom(bloom_directions,bloom_quality,bloom_size,bloom_gamma,bloom_over_scanline);
pixel_out = (pixel_out * (1.0-bloom_mix) ) + ( bloomed*bloom_mix);
}
if (DO_COLOR_CORRECTION) {
pixel_out = pow(pixel_out,cc*GAMMA);
}
if (DO_ALT_BLANK) {
pixel_out = pixel_alternate(pixel_out);
}
if (!(saturation == 1.0)) {
float l = length(pixel_out);
pixel_out = normalize(pow(pixel_out + vec3(eps,eps,eps), vec3(saturation,saturation,saturation)))*l;
}
gl_FragColor = vec4(pixel_out,1.0);
}
]]>