#line 2 /* * Copyright (c) 2023 LAX1DUDE. All Rights Reserved. * * WITH THE EXCEPTION OF PATCH FILES, MINIFIED JAVASCRIPT, AND ALL FILES * NORMALLY FOUND IN AN UNMODIFIED MINECRAFT RESOURCE PACK, YOU ARE NOT ALLOWED * TO SHARE, DISTRIBUTE, OR REPURPOSE ANY FILE USED BY OR PRODUCED BY THE * SOFTWARE IN THIS REPOSITORY WITHOUT PRIOR PERMISSION FROM THE PROJECT AUTHOR. * * NOT FOR COMMERCIAL OR MALICIOUS USE * * (please read the 'LICENSE' file this repo's root directory for more info) * */ precision lowp int; precision highp float; precision highp sampler2D; in vec2 v_position2f; layout(location = 0) out vec4 output4f; uniform sampler2D u_lightingHDRFramebufferTexture; uniform sampler2D u_framebufferLumaAvgInput; uniform sampler2D u_gbufferMaterialTexture; uniform sampler2D u_gbufferDepthTexture; uniform vec4 u_outputSize4f; void main() { float exposure = textureLod(u_framebufferLumaAvgInput, vec2(0.5), 0.0).r; float emission = 0.0; vec2 alignedUV = (floor(v_position2f * u_outputSize4f.xy) + 0.5) * u_outputSize4f.zw; vec4 inputColor = textureLod(u_lightingHDRFramebufferTexture, alignedUV, 0.0); if(inputColor.a > 0.0) { emission = textureLod(u_gbufferMaterialTexture, alignedUV, 0.0).b; }else { emission = textureLod(u_gbufferDepthTexture, alignedUV, 0.0).r <= 0.0000001 ? 10.0 : 0.0; } float f = dot(inputColor.rgb, vec3(0.2126, 0.7152, 0.0722)) * (5.0 + emission * 15.0); if(f > 2.0 + exposure) { output4f = vec4(min(inputColor.rgb, vec3(5.0)) * (0.75 + exposure * 1.5) * min(f - 2.0 - exposure, 1.0), 1.0); }else { output4f = vec4(0.0); } }