This commit is contained in:
2026-11-02 19:35:36 -05:00
parent a6103e453d
commit 7b32ad674e
52 changed files with 3285 additions and 1488 deletions
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#version 330 core
out vec4 FragColor;
in vec2 TexCoords;
uniform sampler2D screenTexture;
uniform float threshold;
void main()
{
// Averaged, since a quarter size target would otherwise skip most of the screen's pixels
vec2 texel = 1.0 / vec2(textureSize(screenTexture, 0));
vec3 color = (texture(screenTexture, TexCoords + texel * vec2(-1.0, -1.0)).rgb
+ texture(screenTexture, TexCoords + texel * vec2(1.0, -1.0)).rgb
+ texture(screenTexture, TexCoords + texel * vec2(-1.0, 1.0)).rgb
+ texture(screenTexture, TexCoords + texel * vec2(1.0, 1.0)).rgb) * 0.25;
// A single blown out specular pixel would otherwise flash a huge glow
color = min(color, vec3(20.0));
// Keeps the hue of whatever is over the threshold, and fades in instead of cutting off
float brightness = max(color.r, max(color.g, color.b));
float contribution = max(brightness - threshold, 0.0) / max(brightness, 1e-4);
FragColor = vec4(color * contribution, 1.0);
}