24 lines
560 B
GLSL
24 lines
560 B
GLSL
#version 430 core
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layout (location = 0) out vec4 FragColor;
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layout (location = 1) out vec4 BloomColor;
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in vec2 vecTex;
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uniform sampler2D colorTexture;
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uniform float exposition;
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out vec4 outColor;
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void main()
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{
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vec3 color = texture2D(colorTexture, vecTex).xyz;
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outColor = vec4(vec3(1.0) - exp(-color*exposition),1)*1.2;
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FragColor = outColor;
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float brightness = dot(FragColor.rgb, vec3(0.2126, 0.7152, 0.0722));
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if(brightness > 0.1)
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BloomColor = vec4(FragColor.rgb, 1.0);
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else
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BloomColor = vec4(0.0, 0.0, 0.0, 1.0);
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}
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