/** * * RenderPipeline * * Copyright (c) 2014-2016 tobspr * * 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 writeonly image2D RESTRICT DestTex; void main() { vec2 texcoord = get_texcoord(); ivec2 coord = ivec2(gl_FragCoord.xy); vec3 scene_color = textureLod(ShadedScene, texcoord, 0).xyz; float luma = get_luminance(scene_color); // We don't use a threshold for blur, instead we perform the bloom everything, // which is physically more correct vec3 bloom_color = scene_color; bloom_color *= GET_SETTING(bloom, bloom_strength) * 0.005; bloom_color = clamp(bloom_color, vec3(0), vec3(25000.0)); #if DEBUG_MODE bloom_color *= 0; #endif imageStore(DestTex, coord, vec4(bloom_color, 0)); }