armory/Shaders/bloom_pass/bloom_pass.frag.glsl

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#version 450
#include "compiled.inc"
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uniform sampler2D tex;
#ifdef _CPostprocess
uniform vec3 PPComp10;
#endif
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in vec2 texCoord;
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out vec4 fragColor;
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void main() {
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vec3 col = textureLod(tex, texCoord, 0.0).rgb;
float brightness = dot(col, vec3(0.2126, 0.7152, 0.0722));
#ifdef _CPostprocess
if (brightness > PPComp10.z) {
fragColor.rgb = col;
}
else {
fragColor.rgb = vec3(0.0);
}
#else
if (brightness > bloomThreshold) {
fragColor.rgb = col;
}
else {
fragColor.rgb = vec3(0.0);
}
#endif
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}