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- #version 150
- #define BLOOM_STRENGTH 0.25
- #define OUTPUT_GAMMA 2.2
- uniform sampler2D source[];
- in Vertex {
- vec2 vTexCoord;
- };
- out vec4 FragColor;
- // For debugging
- #define BLOOM_ONLY 0
- #define CRT_PASS source[3]
- void main() {
- #if BLOOM_ONLY
- vec3 source = BLOOM_STRENGTH * texture(source[0], vTexCoord).rgb;
- #else
- vec3 source_ = 1.15 * texture(CRT_PASS, vTexCoord).rgb;
- vec3 bloom = texture(source[0], vTexCoord).rgb;
- source_ += BLOOM_STRENGTH * bloom;
- #endif
- FragColor = vec4(pow(clamp(source_, 0.0, 1.0), vec3(1.0 / OUTPUT_GAMMA)), 1.0);
- }
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