forked from Mirrorlandia_minetest/minetest
Make bloom shaders compatible with GLES2 (#12834)
Co-authored-by: Muhammad Rifqi Priyo Susanto <muhammadrifqipriyosusanto@gmail.com>
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@ -2,7 +2,7 @@
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uniform sampler2D rendered;
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uniform vec2 texelSize0;
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uniform mediump float bloomRadius = 3.0;
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uniform mediump float bloomRadius;
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#ifdef GL_ES
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varying mediump vec2 varTexCoord;
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@ -2,7 +2,7 @@
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uniform sampler2D rendered;
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uniform vec2 texelSize0;
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uniform mediump float bloomRadius = 3.0;
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uniform mediump float bloomRadius;
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#ifdef GL_ES
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varying mediump vec2 varTexCoord;
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@ -1,8 +1,8 @@
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#define rendered texture0
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uniform sampler2D rendered;
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uniform mediump float exposureFactor = 2.5;
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uniform float bloomLuminanceThreshold = 1.0;
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uniform mediump float exposureFactor;
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uniform float bloomLuminanceThreshold;
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#ifdef GL_ES
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varying mediump vec2 varTexCoord;
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@ -3,8 +3,8 @@
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uniform sampler2D rendered;
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uniform sampler2D bloom;
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uniform mediump float exposureFactor = 2.5;
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uniform lowp float bloomIntensity = 1.0;
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uniform mediump float exposureFactor;
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uniform lowp float bloomIntensity;
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#ifdef GL_ES
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varying mediump vec2 varTexCoord;
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@ -12,13 +12,13 @@ varying mediump vec2 varTexCoord;
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centroid varying vec2 varTexCoord;
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#endif
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#if ENABLE_BLOOM
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#ifdef ENABLE_BLOOM
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vec4 applyBloom(vec4 color, vec2 uv)
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{
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float bias = bloomIntensity;
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vec4 bloom = texture2D(bloom, uv);
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#if ENABLE_BLOOM_DEBUG
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#ifdef ENABLE_BLOOM_DEBUG
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if (uv.x > 0.5 && uv.y < 0.5)
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return vec4(bloom.rgb, color.a);
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if (uv.x < 0.5)
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@ -30,7 +30,7 @@ vec4 applyBloom(vec4 color, vec2 uv)
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#endif
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#if ENABLE_TONE_MAPPING
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#ifdef ENABLE_TONE_MAPPING
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/* Hable's UC2 Tone mapping parameters
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A = 0.22;
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@ -68,7 +68,7 @@ void main(void)
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// translate to linear colorspace (approximate)
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color.rgb = pow(color.rgb, vec3(2.2));
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#if ENABLE_BLOOM_DEBUG
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#ifdef ENABLE_BLOOM_DEBUG
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if (uv.x > 0.5 || uv.y > 0.5)
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#endif
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{
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@ -76,15 +76,15 @@ void main(void)
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}
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#if ENABLE_BLOOM
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#ifdef ENABLE_BLOOM
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color = applyBloom(color, uv);
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#endif
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#if ENABLE_BLOOM_DEBUG
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#ifdef ENABLE_BLOOM_DEBUG
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if (uv.x > 0.5 || uv.y > 0.5)
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#endif
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{
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#if ENABLE_TONE_MAPPING
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#ifdef ENABLE_TONE_MAPPING
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color = applyToneMapping(color);
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#else
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color.rgb /= 2.5; // default exposure factor, see also RenderingEngine::DEFAULT_EXPOSURE_FACTOR;
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