filter_optimized.frag 1.3 KB

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  1. #version 150
  2. out vec4 a_outBloom;
  3. noperspective in vec2 v_texCoords;
  4. uniform sampler2D u_texture;
  5. uniform float u_exposure;
  6. uniform float u_tresshold;
  7. void main ()
  8. {
  9. vec3 color_1;
  10. color_1 = (texture (u_texture, v_texCoords).xyz * u_exposure);
  11. mat3 tmpvar_2;
  12. tmpvar_2[0].x = 0.59719;
  13. tmpvar_2[1].x = 0.35458;
  14. tmpvar_2[2].x = 0.04823;
  15. tmpvar_2[0].y = 0.076;
  16. tmpvar_2[1].y = 0.90834;
  17. tmpvar_2[2].y = 0.01566;
  18. tmpvar_2[0].z = 0.0284;
  19. tmpvar_2[1].z = 0.13383;
  20. tmpvar_2[2].z = 0.83777;
  21. color_1 = (tmpvar_2 * color_1);
  22. mat3 tmpvar_3;
  23. tmpvar_3[0].x = 1.60475;
  24. tmpvar_3[1].x = -0.53108;
  25. tmpvar_3[2].x = -0.07367;
  26. tmpvar_3[0].y = -0.10208;
  27. tmpvar_3[1].y = 1.10813;
  28. tmpvar_3[2].y = -0.00605;
  29. tmpvar_3[0].z = -0.00327;
  30. tmpvar_3[1].z = -0.07276;
  31. tmpvar_3[2].z = 1.07602;
  32. color_1 = (tmpvar_3 * ((
  33. (color_1 * (color_1 + 0.0245786))
  34. - 9.0537e-5) / (
  35. (color_1 * ((0.983729 * color_1) + 0.432951))
  36. + 0.238081)));
  37. vec3 tmpvar_4;
  38. tmpvar_4 = clamp (color_1, 0.0, 1.0);
  39. color_1 = tmpvar_4;
  40. float tmpvar_5;
  41. tmpvar_5 = dot (tmpvar_4, vec3(0.2126, 0.7152, 0.0722));
  42. if ((tmpvar_5 > u_tresshold)) {
  43. vec4 tmpvar_6;
  44. tmpvar_6.w = 1.0;
  45. tmpvar_6.xyz = tmpvar_4;
  46. a_outBloom = tmpvar_6;
  47. } else {
  48. a_outBloom = vec4(0.0, 0.0, 0.0, 1.0);
  49. };
  50. a_outBloom = clamp (a_outBloom, 0.0, 1000.0);
  51. }