fteqw/engine/shaders/glsl/bloom_final.glsl
Spoike 5b4756f3d9 Lazy GLSL loading, for faster load times.
Fixed some xim issues, for proper keyboard input under x11.
Cmake project can now work for cross compiling win32 targets.
Some other fun-but-pointless stuff.



git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5344 fc73d0e0-1445-4013-8a0c-d673dee63da5
2018-11-27 16:48:19 +00:00

30 lines
543 B
GLSL

!!cvarf r_bloom
!!cvarf r_bloom_retain=1.0
!!samps 4
//add them together
//optionally apply tonemapping
varying vec2 tc;
#ifdef VERTEX_SHADER
attribute vec2 v_texcoord;
void main ()
{
tc = v_texcoord;
gl_Position = ftetransform();
}
#endif
#ifdef FRAGMENT_SHADER
uniform float cvar_r_bloom;
uniform float cvar_r_bloom_retain;
void main ()
{
gl_FragColor =
cvar_r_bloom_retain * texture2D(s_t0, tc) +
cvar_r_bloom*(
texture2D(s_t1, tc) +
texture2D(s_t2, tc) +
texture2D(s_t3, tc)
) ;
}
#endif