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- #version 150
- #define GLOW_WHITEPOINT 1.0
- #define GLOW_ROLLOFF 3.0
- uniform sampler2D source[];
- in Vertex {
- vec2 vTexCoord;
- };
- out vec4 FragColor;
- void main() {
- vec3 color = 1.15 * texture(source[0], vTexCoord).rgb;
- vec3 factor = clamp(color / GLOW_WHITEPOINT, 0.0, 1.0);
- FragColor = vec4(pow(factor, vec3(GLOW_ROLLOFF)), 1.0);
- }
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