blob: 7194f9c7d0ec05536b0a50c5bdadc8ac3ff84cd2 [file] [log] [blame]
#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;
}