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- #version 150
- out vec4 a_outBloom;
- noperspective in vec2 v_texCoords;
- uniform sampler2D u_texture;
- uniform float u_exposure;
- uniform float u_tresshold;
- void main ()
- {
- vec3 color_1;
- color_1 = (texture (u_texture, v_texCoords).xyz * u_exposure);
- mat3 tmpvar_2;
- tmpvar_2[0].x = 0.59719;
- tmpvar_2[1].x = 0.35458;
- tmpvar_2[2].x = 0.04823;
- tmpvar_2[0].y = 0.076;
- tmpvar_2[1].y = 0.90834;
- tmpvar_2[2].y = 0.01566;
- tmpvar_2[0].z = 0.0284;
- tmpvar_2[1].z = 0.13383;
- tmpvar_2[2].z = 0.83777;
- color_1 = (tmpvar_2 * color_1);
- mat3 tmpvar_3;
- tmpvar_3[0].x = 1.60475;
- tmpvar_3[1].x = -0.53108;
- tmpvar_3[2].x = -0.07367;
- tmpvar_3[0].y = -0.10208;
- tmpvar_3[1].y = 1.10813;
- tmpvar_3[2].y = -0.00605;
- tmpvar_3[0].z = -0.00327;
- tmpvar_3[1].z = -0.07276;
- tmpvar_3[2].z = 1.07602;
- color_1 = (tmpvar_3 * ((
- (color_1 * (color_1 + 0.0245786))
- - 9.0537e-5) / (
- (color_1 * ((0.983729 * color_1) + 0.432951))
- + 0.238081)));
- vec3 tmpvar_4;
- tmpvar_4 = clamp (color_1, 0.0, 1.0);
- color_1 = tmpvar_4;
- float tmpvar_5;
- tmpvar_5 = dot (tmpvar_4, vec3(0.2126, 0.7152, 0.0722));
- if ((tmpvar_5 > u_tresshold)) {
- vec4 tmpvar_6;
- tmpvar_6.w = 1.0;
- tmpvar_6.xyz = tmpvar_4;
- a_outBloom = tmpvar_6;
- } else {
- a_outBloom = vec4(0.0, 0.0, 0.0, 1.0);
- };
- a_outBloom = clamp (a_outBloom, 0.0, 1000.0);
- }
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