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authorx2048 <codeforsmile@gmail.com>2022-09-29 20:34:05 +0200
committerGitHub <noreply@github.com>2022-09-29 20:34:05 +0200
commit9df79a4b2d68979c3e15797d518d957787ba4e21 (patch)
tree027f372a420f1aa3aa72bf72de34c5e6062b9090 /client/shaders/extract_bloom/opengl_fragment.glsl
parent3978b9b8ed1c318c3f9a088beb331c26bca6de6b (diff)
downloadminetest-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.glsl21
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.
+}