From 579fc93c24b030e33a6255d96e773706f6e99c93 Mon Sep 17 00:00:00 2001 From: x2048 Date: Tue, 4 Oct 2022 14:52:56 +0200 Subject: [PATCH] Make bloom shaders compatible with GLES2 (#12834) Co-authored-by: Muhammad Rifqi Priyo Susanto --- client/shaders/blur_h/opengl_fragment.glsl | 2 +- client/shaders/blur_v/opengl_fragment.glsl | 2 +- .../shaders/extract_bloom/opengl_fragment.glsl | 4 ++-- .../shaders/second_stage/opengl_fragment.glsl | 18 +++++++++--------- 4 files changed, 13 insertions(+), 13 deletions(-) diff --git a/client/shaders/blur_h/opengl_fragment.glsl b/client/shaders/blur_h/opengl_fragment.glsl index c5818f9d8..9aeecad1c 100644 --- a/client/shaders/blur_h/opengl_fragment.glsl +++ b/client/shaders/blur_h/opengl_fragment.glsl @@ -2,7 +2,7 @@ uniform sampler2D rendered; uniform vec2 texelSize0; -uniform mediump float bloomRadius = 3.0; +uniform mediump float bloomRadius; #ifdef GL_ES varying mediump vec2 varTexCoord; diff --git a/client/shaders/blur_v/opengl_fragment.glsl b/client/shaders/blur_v/opengl_fragment.glsl index 6820ca10d..5974adf88 100644 --- a/client/shaders/blur_v/opengl_fragment.glsl +++ b/client/shaders/blur_v/opengl_fragment.glsl @@ -2,7 +2,7 @@ uniform sampler2D rendered; uniform vec2 texelSize0; -uniform mediump float bloomRadius = 3.0; +uniform mediump float bloomRadius; #ifdef GL_ES varying mediump vec2 varTexCoord; diff --git a/client/shaders/extract_bloom/opengl_fragment.glsl b/client/shaders/extract_bloom/opengl_fragment.glsl index 8c25328ac..7d18ec26f 100644 --- a/client/shaders/extract_bloom/opengl_fragment.glsl +++ b/client/shaders/extract_bloom/opengl_fragment.glsl @@ -1,8 +1,8 @@ #define rendered texture0 uniform sampler2D rendered; -uniform mediump float exposureFactor = 2.5; -uniform float bloomLuminanceThreshold = 1.0; +uniform mediump float exposureFactor; +uniform float bloomLuminanceThreshold; #ifdef GL_ES varying mediump vec2 varTexCoord; diff --git a/client/shaders/second_stage/opengl_fragment.glsl b/client/shaders/second_stage/opengl_fragment.glsl index b929b33b4..1f3816f1a 100644 --- a/client/shaders/second_stage/opengl_fragment.glsl +++ b/client/shaders/second_stage/opengl_fragment.glsl @@ -3,8 +3,8 @@ uniform sampler2D rendered; uniform sampler2D bloom; -uniform mediump float exposureFactor = 2.5; -uniform lowp float bloomIntensity = 1.0; +uniform mediump float exposureFactor; +uniform lowp float bloomIntensity; #ifdef GL_ES varying mediump vec2 varTexCoord; @@ -12,13 +12,13 @@ varying mediump vec2 varTexCoord; centroid varying vec2 varTexCoord; #endif -#if ENABLE_BLOOM +#ifdef ENABLE_BLOOM vec4 applyBloom(vec4 color, vec2 uv) { float bias = bloomIntensity; vec4 bloom = texture2D(bloom, uv); -#if ENABLE_BLOOM_DEBUG +#ifdef ENABLE_BLOOM_DEBUG if (uv.x > 0.5 && uv.y < 0.5) return vec4(bloom.rgb, color.a); if (uv.x < 0.5) @@ -30,7 +30,7 @@ vec4 applyBloom(vec4 color, vec2 uv) #endif -#if ENABLE_TONE_MAPPING +#ifdef ENABLE_TONE_MAPPING /* Hable's UC2 Tone mapping parameters A = 0.22; @@ -68,7 +68,7 @@ void main(void) // translate to linear colorspace (approximate) color.rgb = pow(color.rgb, vec3(2.2)); -#if ENABLE_BLOOM_DEBUG +#ifdef ENABLE_BLOOM_DEBUG if (uv.x > 0.5 || uv.y > 0.5) #endif { @@ -76,15 +76,15 @@ void main(void) } -#if ENABLE_BLOOM +#ifdef ENABLE_BLOOM color = applyBloom(color, uv); #endif -#if ENABLE_BLOOM_DEBUG +#ifdef ENABLE_BLOOM_DEBUG if (uv.x > 0.5 || uv.y > 0.5) #endif { -#if ENABLE_TONE_MAPPING +#ifdef ENABLE_TONE_MAPPING color = applyToneMapping(color); #else color.rgb /= 2.5; // default exposure factor, see also RenderingEngine::DEFAULT_EXPOSURE_FACTOR;