EG/RenderPipelineFile/rpplugins/bloom/shader/extract_bright_spots.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 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));
}