smrendererv3/SMCode/SM.Base/PostEffects/Shaders/bloom_merge.glsl
Michel Fedde 4c18127c88 05.01.2021
+ Bloom effect
+ PixelInformation
+ Many Summaries
+ Add-methods for CVectors
+ Exposure-Field in GenericCamera for HDR.

~ ColorAttachments now can have PixelInformation
~ Transformed MeshAttributes to a own class
~ Fixed the non-applying of transformations at texts
~ Added more information to the context
~ Improved Pipeline-Process.
~ Changed how Uniform takes arrays

- Light system
2021-01-06 17:04:15 +01:00

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GLSL

#version 330
in vec2 vTexture;
uniform sampler2D renderedTexture;
uniform sampler2D Bloom;
uniform float Exposure;
uniform bool HDR;
layout(location = 0) out vec4 color;
void main() {
vec3 result = texture(Bloom, vTexture).rgb;
if (!HDR) {
result = vec3(1.0) - exp(-result * Exposure);
}
result += texture(renderedTexture, vTexture).rgb;
color = vec4(result, 1);
}