32 lines
784 B
GLSL
32 lines
784 B
GLSL
#version 430
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layout (binding = 0) uniform sampler2D Texture0;
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layout (binding = 1)uniform sampler2D Texture1;
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in VertexData{
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vec2 TextureCoordinate;
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}Input;
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out vec4 sceneColor;
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out vec4 bloomColor;
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void main()
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{
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vec4 texel0 = texture(Texture0, Input.TextureCoordinate);
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vec4 texel1 = texture(Texture1, Input.TextureCoordinate);
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float texel1_total = (texel1.r + texel1.g + texel1.b) * texel1.a;
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texel1_total = ceil(clamp(texel1_total, 0, 1));
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vec4 result0 = texel0 * (1.0 - texel1_total);
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vec4 result1 = texel1 * texel1_total;
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//vec4 final = texel1 * texel1_total + texel0 * (1.0 - texel1_total);
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//float res = 1.0 - texel1_total;
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//vec4 final = vec4(texel1_total, texel1_total, texel1_total, 1.0);
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sceneColor = result1;
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bloomColor = vec4(0.0, 0.0, 0.0, 0.0);
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}
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