peytonplayz585-shadow-4.0/desktopRuntime/resources/assets/eagler/glsl/deferred/post_bloom_bright.fsh
2024-04-11 17:18:30 -04:00

51 lines
2.0 KiB
GLSL

#line 2
/*
* Copyright (c) 2023 lax1dude. All Rights Reserved.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
* IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*
*/
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);
}
}