minetest/client/shaders/extract_bloom/opengl_fragment.glsl

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#define rendered texture0
uniform sampler2D rendered;
uniform mediump float exposureFactor = 2.5;
uniform float bloomLuminanceThreshold = 1.0;
#ifdef GL_ES
varying mediump vec2 varTexCoord;
#else
centroid varying vec2 varTexCoord;
#endif
void main(void)
{
vec2 uv = varTexCoord.st;
vec4 color = texture2D(rendered, uv).rgba;
// translate to linear colorspace (approximate)
color.rgb = pow(color.rgb, vec3(2.2)) * exposureFactor;
gl_FragColor = vec4(color.rgb, 1.0); // force full alpha to avoid holes in the image.
}