Pixel-Composer/build/Windows/0/cache/sh_bloom_pass.shader

44 lines
1.1 KiB
GLSL

//
// Simple passthrough vertex shader
//
attribute vec3 in_Position; // (x,y,z)
//attribute vec3 in_Normal; // (x,y,z) unused in this shader.
attribute vec4 in_Colour; // (r,g,b,a)
attribute vec2 in_TextureCoord; // (u,v)
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
void main() {
vec4 object_space_pos = vec4( in_Position.x, in_Position.y, in_Position.z, 1.0);
gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * object_space_pos;
v_vColour = in_Colour;
v_vTexcoord = in_TextureCoord;
}
//######################_==_YOYO_SHADER_MARKER_==_######################@~
//
// Simple passthrough fragment shader
//
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform float size;
uniform float tolerance;
uniform int useMask;
uniform sampler2D mask;
void main() {
vec4 col = texture2D( gm_BaseTexture, v_vTexcoord );
float bright = dot(col.rgb, vec3(0.2126, 0.7152, 0.0722));
if(bright > tolerance)
gl_FragColor = col;
else
gl_FragColor = vec4(vec3(0.), 1.);
if(useMask == 1)
gl_FragColor = col * texture2D( mask, v_vTexcoord );
}