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author | x2048 <codeforsmile@gmail.com> | 2023-02-10 21:04:37 +0100 |
---|---|---|
committer | GitHub <noreply@github.com> | 2023-02-10 21:04:37 +0100 |
commit | 4cd6b773bb5de2594c682ae7e5793c80ad6a22e6 (patch) | |
tree | c68fc7cc33e77c5b78daf2e674d020698e0e1c3f /client/shaders/extract_bloom/opengl_fragment.glsl | |
parent | d3a6ee00e63cc0a4adcaa7598ad5614f1e419515 (diff) | |
download | minetest-4cd6b773bb5de2594c682ae7e5793c80ad6a22e6.tar.xz |
Fix no color values on bloom texture (#13197)
Align meaning of 'exposure' variable across different stages
Put 'exposure' variable behind ENABLE_AUTO_EXPOSURE
Diffstat (limited to 'client/shaders/extract_bloom/opengl_fragment.glsl')
-rw-r--r-- | client/shaders/extract_bloom/opengl_fragment.glsl | 11 |
1 files changed, 9 insertions, 2 deletions
diff --git a/client/shaders/extract_bloom/opengl_fragment.glsl b/client/shaders/extract_bloom/opengl_fragment.glsl index 45f5e9c6f..36671b06c 100644 --- a/client/shaders/extract_bloom/opengl_fragment.glsl +++ b/client/shaders/extract_bloom/opengl_fragment.glsl @@ -14,7 +14,9 @@ varying mediump vec2 varTexCoord; centroid varying vec2 varTexCoord; #endif -varying float exposure; +#ifdef ENABLE_AUTO_EXPOSURE +varying float exposure; // linear exposure factor, see vertex shader +#endif void main(void) { @@ -23,6 +25,11 @@ void main(void) // translate to linear colorspace (approximate) color = pow(color, vec3(2.2)); - color *= pow(2., exposure) * exposureParams.compensationFactor * bloomStrength; + color *= exposureParams.compensationFactor * bloomStrength; + +#ifdef ENABLE_AUTO_EXPOSURE + color *= exposure; +#endif + gl_FragColor = vec4(color, 1.0); // force full alpha to avoid holes in the image. } |