1#import "Common/ShaderLib/MultiSample.glsllib" 2 3uniform COLORTEXTURE m_Texture; 4 5uniform float m_ExposurePow; 6uniform float m_ExposureCutoff; 7 8in vec2 texCoord; 9out vec4 outFragColor; 10 11#ifdef HAS_GLOWMAP 12 uniform sampler2D m_GlowMap; 13#endif 14 15void main(){ 16 vec4 color = vec4(0.0); 17 #ifdef DO_EXTRACT 18 color = getColorSingle(m_Texture, texCoord); 19 if ( (color.r + color.g + color.b) / 3.0 >= m_ExposureCutoff ) { 20 color = pow(color, vec4(m_ExposurePow)); 21 }else{ 22 color = vec4(0.0); 23 } 24 #endif 25 26 #ifdef HAS_GLOWMAP 27 vec4 glowColor = texture2D( m_GlowMap, texCoord ); 28 glowColor = pow(glowColor, vec4(m_ExposurePow)); 29 color += glowColor; 30 #endif 31 32 outFragColor = color; 33} 34