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	* Add uniform for frame delta time * Adjust exposure in logarithmic (EV) space * Add network support and LUA API * Add testing mod
		
			
				
	
	
		
			29 lines
		
	
	
		
			644 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			29 lines
		
	
	
		
			644 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| #define rendered texture0
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| 
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| struct ExposureParams {
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| 	float compensationFactor;
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| };
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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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| 
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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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| 
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| varying float exposure;
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| 
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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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| 
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| 	color *= pow(2., exposure) * exposureParams.compensationFactor * 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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