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9b24041394
* Remove the built-in exposure factor of 2.5 * Add physics-based bloom (https://learnopengl.com/Guest-Articles/2022/Phys.-Based-Bloom) * Add luminance scaling for bloom layer to simulate HDR * Add setting to control bloom strength
38 lines
861 B
GLSL
38 lines
861 B
GLSL
#define rendered texture0
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uniform sampler2D rendered;
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uniform vec2 texelSize0;
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uniform mediump float bloomRadius;
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uniform mat3 bloomBlurWeights;
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#ifdef GL_ES
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varying mediump vec2 varTexCoord;
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#else
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centroid varying vec2 varTexCoord;
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#endif
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// smoothstep - squared
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float smstsq(float f)
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{
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f = f * f * (3 - 2 * f);
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return f;
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}
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void main(void)
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{
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// kernel distance and linear size
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mediump float n = 2. * bloomRadius + 1.;
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vec2 uv = varTexCoord.st - vec2(0., bloomRadius * texelSize0.y);
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vec4 color = vec4(0.);
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mediump float sum = 0.;
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for (mediump float i = 0.; i < n; i++) {
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mediump float weight = smstsq(1. - (abs(i / bloomRadius - 1.)));
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color.rgb += texture2D(rendered, uv).rgb * weight;
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sum += weight;
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uv += vec2(0., texelSize0.y);
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}
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color /= sum;
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gl_FragColor = vec4(color.rgb, 1.0); // force full alpha to avoid holes in the image.
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}
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