mirror of https://github.com/bsnes-emu/bsnes.git
28 lines
595 B
GLSL
28 lines
595 B
GLSL
#version 150
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#define BLOOM_STRENGTH 0.25
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#define OUTPUT_GAMMA 2.2
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uniform sampler2D source[];
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in Vertex {
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vec2 vTexCoord;
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};
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out vec4 FragColor;
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// For debugging
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#define BLOOM_ONLY 0
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#define CRT_PASS source[3]
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void main() {
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#if BLOOM_ONLY
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vec3 source = BLOOM_STRENGTH * texture(source[0], vTexCoord).rgb;
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#else
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vec3 source_ = 1.15 * texture(CRT_PASS, vTexCoord).rgb;
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vec3 bloom = texture(source[0], vTexCoord).rgb;
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source_ += BLOOM_STRENGTH * bloom;
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#endif
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FragColor = vec4(pow(clamp(source_, 0.0, 1.0), vec3(1.0 / OUTPUT_GAMMA)), 1.0);
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} |