cyrille henry wrote:
hello,
i don't understand everything on your mail.
i thought adjusting the contrast & brightness needs to be done in the frag file - with the update help example its clear! my problem was by modifing the color argument in the frag file i also loose opacity of the whole image instead of contrast only. as roman mentioned it - now it works exactly the way we need! merci mille & two doublescoops of gelato for this move! olsen
with color = color * 0.1 , then every color component (R, G and B) will be 10 times smaller than the original texture color, so the images will be darker. color value are between 0 and 1, so you can try curve like this : color = pow(color,vec4(0.5));
i don't know exactly what curve to use for a good contrast / saturation, but you can have a look at pix_contrast source code...
Cyrille
olsen a écrit :
hep cyrille thanks for this hint - though it's my first time using shader - i tweaked around a bit with the example. i changed color saturation towards muchocolore in the texture.frag file. although removing color to get a black & white image i'm also loosing opacity f.e. with color = color* 0.1; the image gets almost black. where aside the green behind my ears can i find infos about how to handle the shader? thanks&salutis olsen
cyrille henry wrote:
use shader! you'll have to make your own shader, but adjusting color saturation is quite easy. see gem documentation/10.glsl/01.simple_texture
cyrille
olsen a écrit :
hi roman & me are working on an videoinstallation using gem - only an additional [pix_contrast] in the gem chain hits the processing limit of our computer - is there a way to adjust color saturation in the gpu instead of the cpu in Gem? thanks&greets olsen