#import "Common/ShaderLib/MultiSample.glsllib" | |
uniform COLORTEXTURE m_Texture; | |
uniform float m_ExposurePow; | |
uniform float m_ExposureCutoff; | |
in vec2 texCoord; | |
out vec4 outFragColor; | |
#ifdef HAS_GLOWMAP | |
uniform sampler2D m_GlowMap; | |
#endif | |
void main(){ | |
vec4 color = vec4(0.0); | |
#ifdef DO_EXTRACT | |
color = getColorSingle(m_Texture, texCoord); | |
if ( (color.r + color.g + color.b) / 3.0 >= m_ExposureCutoff ) { | |
color = pow(color, vec4(m_ExposurePow)); | |
}else{ | |
color = vec4(0.0); | |
} | |
#endif | |
#ifdef HAS_GLOWMAP | |
vec4 glowColor = texture2D( m_GlowMap, texCoord ); | |
glowColor = pow(glowColor, vec4(m_ExposurePow)); | |
color += glowColor; | |
#endif | |
outFragColor = color; | |
} |