qzdoom/wadsrc/static/shaders/pp/bloomextract.fp
2020-04-26 21:22:57 +02:00

12 lines
416 B
GLSL

layout(location=0) in vec2 TexCoord;
layout(location=0) out vec4 FragColor;
layout(binding=0) uniform sampler2D SceneTexture;
layout(binding=1) uniform sampler2D ExposureTexture;
void main()
{
float exposureAdjustment = texture(ExposureTexture, vec2(0.5)).x;
vec4 color = texture(SceneTexture, Offset + TexCoord * Scale);
FragColor = max(vec4((color.rgb + vec3(0.001)) * exposureAdjustment - 1, 1), vec4(0));
}