minetest/client/shaders/bloom_downsample/opengl_fragment.glsl
x2048 9b24041394
Improve bloom effect (#12916)
* 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
2022-11-02 09:09:48 +01:00

38 lines
1.5 KiB
GLSL

// based on Phys.Bloom OpenGL tutorial https://learnopengl.com/Guest-Articles/2022/Phys.-Based-Bloom
// and ACM Siggraph talk in 2014 by Jorge Jimenez for Call of Duty: Advanced Warfare.
#define rendered texture0
uniform sampler2D rendered;
uniform vec2 texelSize0;
#ifdef GL_ES
varying mediump vec2 varTexCoord;
#else
centroid varying vec2 varTexCoord;
#endif
void main(void)
{
vec2 tx = 2.0 * texelSize0;
vec3 a = texture2D(rendered, varTexCoord.st + vec2(-1., -1.) * tx).rgb;
vec3 b = texture2D(rendered, varTexCoord.st + vec2(0., -1.) * tx).rgb;
vec3 c = texture2D(rendered, varTexCoord.st + vec2(1., -1.) * tx).rgb;
vec3 d = texture2D(rendered, varTexCoord.st + vec2(-1., 0.) * tx).rgb;
vec3 e = texture2D(rendered, varTexCoord.st + vec2(0., 0.) * tx).rgb;
vec3 f = texture2D(rendered, varTexCoord.st + vec2(1., 0.) * tx).rgb;
vec3 g = texture2D(rendered, varTexCoord.st + vec2(-1., 1.) * tx).rgb;
vec3 h = texture2D(rendered, varTexCoord.st + vec2(0., 1.) * tx).rgb;
vec3 i = texture2D(rendered, varTexCoord.st + vec2(1., 1.) * tx).rgb;
vec3 j = texture2D(rendered, varTexCoord.st + vec2(-0.5, -0.5) * tx).rgb;
vec3 k = texture2D(rendered, varTexCoord.st + vec2(0.5, -0.5) * tx).rgb;
vec3 l = texture2D(rendered, varTexCoord.st + vec2(-0.5, 0.5) * tx).rgb;
vec3 m = texture2D(rendered, varTexCoord.st + vec2(-0.5, 0.5) * tx).rgb;
vec3 color =
(a + c + g + i) * 0.03125 +
(b + d + f + h) * 0.0625 +
(e + j + k + l + m) * 0.125;
gl_FragColor = max(vec4(color, 1.0), 1e-4);
}