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authorx2048 <codeforsmile@gmail.com>2022-10-04 14:52:56 +0200
committerGitHub <noreply@github.com>2022-10-04 13:52:56 +0100
commit579fc93c24b030e33a6255d96e773706f6e99c93 (patch)
treecefb4169d94b338418c51a96ad44df328700fc74 /client/shaders
parent7632af3c73fc4e4ae3ad4c98c90c39b47c3b8379 (diff)
downloadminetest-579fc93c24b030e33a6255d96e773706f6e99c93.tar.xz
Make bloom shaders compatible with GLES2 (#12834)
Co-authored-by: Muhammad Rifqi Priyo Susanto <muhammadrifqipriyosusanto@gmail.com>
Diffstat (limited to 'client/shaders')
-rw-r--r--client/shaders/blur_h/opengl_fragment.glsl2
-rw-r--r--client/shaders/blur_v/opengl_fragment.glsl2
-rw-r--r--client/shaders/extract_bloom/opengl_fragment.glsl4
-rw-r--r--client/shaders/second_stage/opengl_fragment.glsl18
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;