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- Make volumetric light effect strength server controllable - Separate volumetric and bloom shader pipeline - Require bloom to be enable, scale godrays with bloom
36 lines
761 B
GLSL
36 lines
761 B
GLSL
#define rendered texture0
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struct ExposureParams {
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float compensationFactor;
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};
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uniform sampler2D rendered;
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uniform mediump float bloomStrength;
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uniform ExposureParams exposureParams;
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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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#ifdef ENABLE_AUTO_EXPOSURE
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varying float exposure; // linear exposure factor, see vertex shader
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#endif
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void main(void)
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{
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vec2 uv = varTexCoord.st;
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vec3 color = texture2D(rendered, uv).rgb;
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// translate to linear colorspace (approximate)
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color = pow(color, vec3(2.2));
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color *= exposureParams.compensationFactor * bloomStrength;
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#ifdef ENABLE_AUTO_EXPOSURE
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color *= exposure;
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#endif
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gl_FragColor = vec4(color, 1.0); // force full alpha to avoid holes in the image.
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}
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