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forked from Rowland/EG
EG/RenderPipelineFile/rpplugins/bloom/shader/apply_bloom.frag.glsl
2025-07-24 11:37:46 +08:00

54 lines
1.9 KiB
GLSL

/**
*
* RenderPipeline
*
* Copyright (c) 2014-2016 tobspr <tobias.springer1@gmail.com>
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*
*/
#version 430
#pragma include "render_pipeline_base.inc.glsl"
#pragma include "includes/color_spaces.inc.glsl"
uniform sampler2D ShadedScene;
uniform sampler2D BloomTex;
uniform sampler2D LensDirtTex;
out vec3 result;
void main() {
vec2 texcoord = get_texcoord();
vec3 scene_result = textureLod(ShadedScene, texcoord, 0).xyz;
vec3 bloom_result = textureLod(BloomTex, texcoord, 0).xyz;
// Apply dirt
vec3 lens_dirt = textureLod(LensDirtTex, texcoord, 0).xyz;
float base_dirt_factor = GET_SETTING(bloom, lens_dirt_factor);
vec3 dirt_factor = pow(lens_dirt, vec3(1.0));
bloom_result = mix(bloom_result, bloom_result * dirt_factor, base_dirt_factor);
// Blend scene color and bloom color
result = scene_result + bloom_result;
}