Files
2025-11-28 23:13:44 +05:30

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);
}