• Home
  • Line#
  • Scopes#
  • Navigate#
  • Raw
  • Download
1uniform float m_ExposurePow;
2uniform float m_ExposureCutoff;
3uniform sampler2D m_Texture;
4
5varying vec2 texCoord;
6
7#ifdef HAS_GLOWMAP
8  uniform sampler2D m_GlowMap;
9#endif
10
11void main(){
12   vec4 color = vec4(0.0);
13   #ifdef DO_EXTRACT
14    color = texture2D( m_Texture, texCoord );
15    if ( (color.r+color.g+color.b)/3.0 < m_ExposureCutoff ) {
16          color = vec4(0.0);
17    }else{
18          color = pow(color,vec4(m_ExposurePow));
19    }
20   #endif
21
22   #ifdef HAS_GLOWMAP
23        vec4 glowColor = texture2D(m_GlowMap, texCoord);
24        glowColor = pow(glowColor, vec4(m_ExposurePow));
25        color += glowColor;
26   #endif
27
28   gl_FragColor = color;
29}
30