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* 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
36 lines
1.2 KiB
GLSL
36 lines
1.2 KiB
GLSL
#define current texture0
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#define previous texture1
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uniform sampler2D current;
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uniform sampler2D previous;
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uniform vec2 texelSize0;
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uniform mediump float bloomRadius;
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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 offset = bloomRadius * texelSize0;
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vec3 a = texture2D(previous, varTexCoord.st + vec2(-1., -1.) * offset).rgb;
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vec3 b = texture2D(previous, varTexCoord.st + vec2(0., -1.) * offset).rgb;
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vec3 c = texture2D(previous, varTexCoord.st + vec2(1., -1.) * offset).rgb;
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vec3 d = texture2D(previous, varTexCoord.st + vec2(-1., 0.) * offset).rgb;
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vec3 e = texture2D(previous, varTexCoord.st + vec2(0., 0.) * offset).rgb;
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vec3 f = texture2D(previous, varTexCoord.st + vec2(1., 0.) * offset).rgb;
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vec3 g = texture2D(previous, varTexCoord.st + vec2(-1., 1.) * offset).rgb;
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vec3 h = texture2D(previous, varTexCoord.st + vec2(0., 1.) * offset).rgb;
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vec3 i = texture2D(previous, varTexCoord.st + vec2(1., 1.) * offset).rgb;
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vec3 base = texture2D(current, varTexCoord.st).rgb;
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gl_FragColor = max(vec4(base +
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(a + c + g + i) * 0.0625 +
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(b + d + f + h) * 0.125 +
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e * 0.25, 1.), 1e-4);
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}
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