Clean up stuff from the vertex shader.
[movit] / lift_gamma_gain_effect.glsl
index 17437fb246e717f985671d4970ce7d1b404056d0..80e04d0659d52969bc287ffa3d96dca4010e129d 100644 (file)
@@ -6,12 +6,12 @@
 // operation.
 
 // These are calculated in the host code to save some arithmetic.
-uniform vec3 PREFIX(gain_pow_inv_gamma), PREFIX(inv_gamma_22);
+uniform vec3 PREFIX(gain_pow_inv_gamma);  // gain^(1/gamma).
+uniform vec3 PREFIX(inv_gamma_22);  // 2.2 / gamma.
 
 vec4 FUNCNAME(vec2 tc) {
        vec4 x = LAST_INPUT(tc);
 
-       // do lift in nonlinear space (the others don't care)
        x.rgb = pow(x.rgb, vec3(1.0/2.2));
        x.rgb += PREFIX(lift) * (vec3(1) - x.rgb);
        x.rgb = pow(x.rgb, PREFIX(inv_gamma_22));