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minetest/client/shaders/extract_bloom/opengl_fragment.glsl

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#define rendered texture0
uniform sampler2D rendered;
uniform mediump float exposureFactor;
uniform mediump float bloomStrength;
#ifdef GL_ES
varying mediump vec2 varTexCoord;
#else
centroid varying vec2 varTexCoord;
#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));
// Scale colors by luminance to amplify bright colors
// in SDR textures.
float luminance = dot(color, vec3(0.213, 0.515, 0.072));
luminance *= luminance;
color *= luminance * exposureFactor * bloomStrength;
gl_FragColor = vec4(color, 1.0); // force full alpha to avoid holes in the image.
}