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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 /src/client/shader.cpp | |
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 'src/client/shader.cpp')
-rw-r--r-- | src/client/shader.cpp | 13 |
1 files changed, 13 insertions, 0 deletions
diff --git a/src/client/shader.cpp b/src/client/shader.cpp index f46807864..ab9b23117 100644 --- a/src/client/shader.cpp +++ b/src/client/shader.cpp @@ -682,6 +682,13 @@ ShaderInfo ShaderSource::generateShader(const std::string &name, )"; } + // map legacy semantic texture names to texture identifiers + fragment_header += R"( + #define baseTexture texture0 + #define normalTexture texture1 + #define textureFlags texture2 + )"; + // Since this is the first time we're using the GL bindings be extra careful. // This should be removed before 5.6.0 or similar. if (!GL.GetString) { @@ -771,6 +778,12 @@ ShaderInfo ShaderSource::generateShader(const std::string &name, shaders_header << "#define SOFTSHADOWRADIUS " << shadow_soft_radius << "\n"; } + if (g_settings->getBool("enable_bloom")) { + shaders_header << "#define ENABLE_BLOOM 1\n"; + if (g_settings->getBool("enable_bloom_debug")) + shaders_header << "#define ENABLE_BLOOM_DEBUG 1\n"; + } + shaders_header << "#line 0\n"; // reset the line counter for meaningful diagnostics std::string common_header = shaders_header.str(); |