mirror of
https://github.com/minetest/minetest.git
synced 2024-11-23 16:13:46 +01:00
e0d4a9d575
- 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
|
|
|
|
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(color, 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.
|
|
}
|