merge bloom

This commit is contained in:
Natalia Nowakowska 2024-02-07 20:16:03 +01:00
parent 65081de1d9
commit d94b5cd398
5 changed files with 41 additions and 8 deletions

View File

@ -10,7 +10,7 @@ uniform float exposure;
void main()
{
const float gamma = 2.6;
const float gamma = 1.5;
vec3 hdrColor = texture(scene, TexCoords).rgb;
vec3 bloomColor = texture(bloomBlur, TexCoords).rgb;
if(bloom)

View File

@ -218,10 +218,10 @@ void main()
float brightness = dot(finalColor, vec3(0.2126, 0.7152, 0.0722));
if(brightness > 1.5)
if(brightness > 0.2)
BrightColor = vec4(finalColor, 1.0);
else
BrightColor = vec4(0.5, 0.5, 0.5, 1.0);
BrightColor = vec4(0.0, 0.0, 0.0, 1.0);
outColor = vec4(finalColor, 1.0);
}

View File

@ -1,14 +1,26 @@
#version 430 core
layout (location = 0) out vec4 outColor;
layout (location = 1) out vec4 BrightColor;
uniform samplerCube skybox;
uniform vec3 lightColor;
in vec3 texCoord;
out vec4 out_color;
//out vec4 out_color;
void main()
{
vec4 textureColor = texture(skybox, texCoord);
out_color = vec4(vec3(textureColor) * lightColor * 0.35f, 1.0f);
vec3 finalColor = vec3(textureColor) * lightColor * 0.35f;
float brightness = dot(finalColor, vec3(0.2126, 0.7152, 0.0722));
if(brightness > 0.2)
BrightColor = vec4(finalColor, 1.0);
else
BrightColor = vec4(0.0, 0.0, 0.0, 1.0);
outColor = vec4(finalColor, 1.0);
}

View File

@ -1,4 +1,6 @@
#version 430 core
layout (location = 0) out vec4 outColor;
layout (location = 1) out vec4 BrightColor;
uniform vec3 lightPos;
uniform vec3 lightColor;
@ -11,7 +13,7 @@ in vec3 vecNormal;
in vec3 worldPos;
in vec2 vtc;
out vec4 outColor;
//out vec4 outColor;
uniform sampler2D colorTexture;
@ -40,6 +42,14 @@ void main()
vec3 toneMappedColor = toneMapping(textureColor * distance);
//gamma correction
toneMappedColor = pow(toneMappedColor, vec3(1.0/2.2));
vec3 finalColor = toneMappedColor * lightColor * 0.2f;
float brightness = dot(finalColor, vec3(0.2126, 0.7152, 0.0722));
if(brightness > 0.2)
BrightColor = vec4(finalColor, 1.0);
else
BrightColor = vec4(0.0, 0.0, 0.0, 1.0);
outColor = vec4(toneMappedColor * lightColor * 0.2f, 1.0);
outColor = vec4(finalColor, 1.0);
}

View File

@ -1,5 +1,8 @@
#version 430 core
layout (location = 0) out vec4 outColor;
layout (location = 1) out vec4 BrightColor;
float AMBIENT = 0.05;
float PI = 3.14159;
@ -23,7 +26,7 @@ in vec3 vecNormal;
in vec3 worldPos;
in vec2 vtc;
out vec4 outColor;
//out vec4 outColor;
vec3 toneMapping(vec3 color)
{
@ -123,6 +126,14 @@ void main()
vec3 noiseColor = noiseColor() * min(1, 20.0 * max(0.02, dot(normal, lightDir))) * lightColor * cloudBrightness;
finalColor = mix(toneMappedColor, noiseColor, noiseColor.r);
}
float brightness = dot(finalColor, vec3(0.2126, 0.7152, 0.0722));
if(brightness > 0.2)
BrightColor = vec4(finalColor, 1.0);
else
BrightColor = vec4(0.0, 0.0, 0.0, 1.0);
outColor = vec4(finalColor, 1.0);
}