30 lines
816 B
C++
30 lines
816 B
C++
uniform sampler2D colorTex;
|
|
uniform sampler2D blurTex;
|
|
uniform float sy;
|
|
|
|
void main (void)
|
|
{
|
|
const float hdrScale = 1.5;
|
|
const int kernelSize = 10;
|
|
const float invScale = 1.0 / (hdrScale * float(kernelSize) * 100.0);
|
|
|
|
vec3 colorP = texture2D(colorTex, gl_TexCoord[0]).rgb;
|
|
vec3 bloom = vec3(0.0, 0.0, 0.0);
|
|
|
|
for (int y = -kernelSize; y <= kernelSize; y++)
|
|
{
|
|
float s = gl_TexCoord[0].s;
|
|
float t = gl_TexCoord[0].t + y * sy;
|
|
vec3 color = texture2D(blurTex, vec2(s,t)).rgb;
|
|
float luminance = dot(color, vec3(0.2125, 0.7154, 0.0721));
|
|
if (luminance > 1.0)
|
|
{
|
|
bloom += color * ((kernelSize+1) - abs(float(y)));
|
|
}
|
|
}
|
|
|
|
vec3 hdrColor = invScale * bloom + colorP;
|
|
|
|
vec3 toneMappedColor = 2.0 * hdrColor / (hdrColor + vec3(1.0));
|
|
gl_FragColor = vec4(toneMappedColor, 1.0);
|
|
} |