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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
28 lines
696 B
GLSL
28 lines
696 B
GLSL
#define rendered texture0
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uniform sampler2D rendered;
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uniform mediump float exposureFactor;
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uniform mediump float bloomStrength;
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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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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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// Scale colors by luminance to amplify bright colors
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// in SDR textures.
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float luminance = dot(color, vec3(0.213, 0.515, 0.072));
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luminance *= luminance;
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color *= luminance * exposureFactor * bloomStrength;
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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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