fteqw/engine/shaders/glsl/bloom_final.glsl
Spoike 1dcc435bca added args to the bloom shader for better tweekage.
Committing my lame water shader. r_water_refract/r_water_reflect 1 to use.
Bugfix for crepuscular arrays (r_sun_colour to easily enable).

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4047 fc73d0e0-1445-4013-8a0c-d673dee63da5
2012-05-11 01:57:00 +00:00

31 lines
546 B
GLSL

!!cvarf r_bloom
uniform float cvar_r_bloom;
//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 sampler2D s_t0;
uniform sampler2D s_t1;
uniform sampler2D s_t2;
uniform sampler2D s_t3;
void main ()
{
gl_FragColor =
texture2D(s_t0, tc) +
cvar_r_bloom*(
texture2D(s_t1, tc) +
texture2D(s_t2, tc) +
texture2D(s_t3, tc)
) ;
}
#endif