ninja fix

This commit is contained in:
Xonk 2023-07-06 20:48:32 -04:00
parent b62cb8aa4b
commit 625354b5b6

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@ -19,11 +19,6 @@ uniform int isEyeInWater;
#include "/lib/color_dither.glsl"
#include "/lib/res_params.glsl"
/// thanks stackoverflow https://stackoverflow.com/questions/944713/help-with-pixel-shader-effect-for-brightness-and-contrast#3027595
void applyContrast(inout vec3 color, float contrast){
color = (color - 0.5) * contrast + 0.5;
}
vec4 SampleTextureCatmullRom(sampler2D tex, vec2 uv, vec2 texSize )
{
// We're going to sample a a 4x4 grid of texels surrounding the target UV coordinate. We'll do this by rounding