mirror of https://github.com/bsnes-emu/bsnes.git
19 lines
364 B
GLSL
19 lines
364 B
GLSL
#version 150
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#define GLOW_WHITEPOINT 1.0
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#define GLOW_ROLLOFF 3.0
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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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void main() {
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vec3 color = 1.15 * texture(source[0], vTexCoord).rgb;
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vec3 factor = clamp(color / GLOW_WHITEPOINT, 0.0, 1.0);
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FragColor = vec4(pow(factor, vec3(GLOW_ROLLOFF)), 1.0);
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} |