// Natural Vision Shader with removed blur.

// by ShadX (Modded by SimoneT and Leopard20)
// http://forums.ngemu.com/showthread.php?t=76098

#ifdef GL_ES
precision mediump float;
precision mediump int;
#endif

uniform sampler2D sampler0;
varying vec4 v_texcoord0;
varying vec4 v_texcoord1;
varying vec4 v_texcoord2;
varying vec4 v_texcoord3;

const mat3 RGBtoYIQ = mat3(0.299, 0.596, 0.212, 
                           0.587,-0.275,-0.523, 
                           0.114,-0.321, 0.311);

const mat3 YIQtoRGB = mat3(1.0, 1.0, 1.0,
                           0.95568806036115671171,-0.27158179694405859326,-1.1081773266826619523,
                           0.61985809445637075388,-0.64687381613840131330, 1.7050645599191817149);

const vec3 val00 = vec3( 1.2, 1.2, 1.2);

void main()
{
vec3 c0,c1;

c0 = texture2D(sampler0,v_texcoord0.xy).xyz;

c1=RGBtoYIQ*c0;

c1=vec3(pow(c1.x,val00.x),c1.yz*val00.yz);

gl_FragColor.rgb=YIQtoRGB*c1;
gl_FragColor.a = 1.0;
}
