add bloom;some treaks
This commit is contained in:
@ -22,6 +22,7 @@ layout(location = 1) out vec4 o_BloomTexture;
|
||||
in vec2 v_TexCoord;
|
||||
|
||||
uniform sampler2DMS u_Texture;
|
||||
uniform sampler2D u_BloomTexture;
|
||||
|
||||
|
||||
uniform bool u_EnableAutoExposure;
|
||||
@ -55,6 +56,17 @@ vec4 MultiSampleTexture(sampler2DMS tex, vec2 tc)
|
||||
return result;
|
||||
}
|
||||
|
||||
float MultiSampleDepth(sampler2DMS tex, vec2 tc)
|
||||
{
|
||||
ivec2 texSize = textureSize(tex);
|
||||
ivec2 texCoord = ivec2(tc * texSize);
|
||||
float result = 0.0;
|
||||
for (int i = 0; i < u_TextureSamples; i++)
|
||||
result += texelFetch(tex, texCoord, i).r;
|
||||
result /= float(u_TextureSamples);
|
||||
return result;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
const float gamma = 2.2;
|
||||
@ -62,12 +74,11 @@ void main()
|
||||
|
||||
// Tonemapping
|
||||
vec4 msColor = MultiSampleTexture(u_Texture, v_TexCoord);
|
||||
|
||||
vec3 color = msColor.rgb;
|
||||
|
||||
if (u_EnableBloom)
|
||||
{
|
||||
vec3 bloomColor = MultiSampleTexture(u_Texture, v_TexCoord).rgb;
|
||||
vec3 bloomColor = texture(u_BloomTexture, v_TexCoord).rgb;
|
||||
color += bloomColor;
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user