minetest/client/shaders/extract_bloom/opengl_fragment.glsl

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#define rendered texture0
struct ExposureParams {
float compensationFactor;
};
uniform sampler2D rendered;
uniform mediump float bloomStrength;
uniform ExposureParams exposureParams;
#ifdef GL_ES
varying mediump vec2 varTexCoord;
#else
centroid varying vec2 varTexCoord;
#endif
#ifdef ENABLE_AUTO_EXPOSURE
varying float exposure; // linear exposure factor, see vertex shader
#endif
void main(void)
{
vec2 uv = varTexCoord.st;
vec3 color = texture2D(rendered, uv).rgb;
// translate to linear colorspace (approximate)
color = pow(clamp(color, 0.0, 1.0), vec3(2.2));
color *= exposureParams.compensationFactor * bloomStrength;
#ifdef ENABLE_AUTO_EXPOSURE
color *= exposure;
#endif
gl_FragColor = vec4(color, 1.0); // force full alpha to avoid holes in the image.
}