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author | x2048 <codeforsmile@gmail.com> | 2022-09-29 20:34:05 +0200 |
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committer | GitHub <noreply@github.com> | 2022-09-29 20:34:05 +0200 |
commit | 9df79a4b2d68979c3e15797d518d957787ba4e21 (patch) | |
tree | 027f372a420f1aa3aa72bf72de34c5e6062b9090 /client/shaders/extract_bloom/opengl_fragment.glsl | |
parent | 3978b9b8ed1c318c3f9a088beb331c26bca6de6b (diff) | |
download | minetest-9df79a4b2d68979c3e15797d518d957787ba4e21.tar.xz |
Bloom (#12791)
Adds configurable light exposure control and bloom effect (light bleeding) with client-side settings.
Diffstat (limited to 'client/shaders/extract_bloom/opengl_fragment.glsl')
-rw-r--r-- | client/shaders/extract_bloom/opengl_fragment.glsl | 21 |
1 files changed, 21 insertions, 0 deletions
diff --git a/client/shaders/extract_bloom/opengl_fragment.glsl b/client/shaders/extract_bloom/opengl_fragment.glsl new file mode 100644 index 000000000..8c25328ac --- /dev/null +++ b/client/shaders/extract_bloom/opengl_fragment.glsl @@ -0,0 +1,21 @@ +#define rendered texture0 + +uniform sampler2D rendered; +uniform mediump float exposureFactor = 2.5; +uniform float bloomLuminanceThreshold = 1.0; + +#ifdef GL_ES +varying mediump vec2 varTexCoord; +#else +centroid varying vec2 varTexCoord; +#endif + + +void main(void) +{ + vec2 uv = varTexCoord.st; + vec4 color = texture2D(rendered, uv).rgba; + // translate to linear colorspace (approximate) + color.rgb = pow(color.rgb, vec3(2.2)) * exposureFactor; + gl_FragColor = vec4(color.rgb, 1.0); // force full alpha to avoid holes in the image. +} |