22 lines
426 B
GLSL
22 lines
426 B
GLSL
!!samps 1
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!!cvar3f r_bloom_filter=.7,.7,.7
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#include "sys/defs.h"
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//the bloom filter
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//filter out any texels which are not to bloom
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layout(location=0) varying vec2 tc;
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#ifdef VERTEX_SHADER
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void main ()
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{
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tc = v_texcoord;
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gl_Position = ftetransform();
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}
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#endif
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#ifdef FRAGMENT_SHADER
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void main ()
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{
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gl_FragColor.rgb = (texture2D(s_t0, tc).rgb - cvar_r_bloom_filter)/(1.0-cvar_r_bloom_filter);
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}
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#endif
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