Line endings, windows fixes.
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Assets/brdf.png
Normal file → Executable file
Before Width: | Height: | Size: 4.6 KiB After Width: | Height: | Size: 4.6 KiB |
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Assets/droid_sans.ttf
Normal file → Executable file
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Assets/hosek/hosek_radiance.hdr
Normal file → Executable file
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Assets/hosek/hosek_radiance_0.hdr
Normal file → Executable file
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Assets/hosek/hosek_radiance_1.hdr
Normal file → Executable file
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Assets/hosek/hosek_radiance_2.hdr
Normal file → Executable file
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Assets/hosek/hosek_radiance_3.hdr
Normal file → Executable file
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Assets/hosek/hosek_radiance_4.hdr
Normal file → Executable file
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Assets/hosek/hosek_radiance_5.hdr
Normal file → Executable file
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Assets/hosek/hosek_radiance_6.hdr
Normal file → Executable file
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Assets/hosek/hosek_radiance_7.hdr
Normal file → Executable file
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Assets/hosek_original/hosek_radiance.hdr
Normal file → Executable file
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Assets/hosek_original/hosek_radiance_0.hdr
Normal file → Executable file
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Assets/hosek_original/hosek_radiance_1.hdr
Normal file → Executable file
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Assets/hosek_original/hosek_radiance_2.hdr
Normal file → Executable file
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Assets/hosek_original/hosek_radiance_3.hdr
Normal file → Executable file
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Assets/hosek_original/hosek_radiance_4.hdr
Normal file → Executable file
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Assets/hosek_original/hosek_radiance_5.hdr
Normal file → Executable file
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Assets/hosek_original/hosek_radiance_6.hdr
Normal file → Executable file
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Assets/hosek_original/hosek_radiance_7.hdr
Normal file → Executable file
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Assets/noise256.png
Normal file → Executable file
Before Width: | Height: | Size: 66 KiB After Width: | Height: | Size: 66 KiB |
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Assets/noise64.png
Normal file → Executable file
Before Width: | Height: | Size: 5.6 KiB After Width: | Height: | Size: 5.6 KiB |
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Assets/noise8.png
Normal file → Executable file
Before Width: | Height: | Size: 1.1 KiB After Width: | Height: | Size: 1.1 KiB |
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Assets/smaa_area.png
Normal file → Executable file
Before Width: | Height: | Size: 22 KiB After Width: | Height: | Size: 22 KiB |
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Assets/smaa_search.png
Normal file → Executable file
Before Width: | Height: | Size: 313 B After Width: | Height: | Size: 313 B |
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Shaders/bloom_pass/bloom_pass.frag.glsl
Normal file → Executable file
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Shaders/blur_adaptive_pass/blur_adaptive_pass.frag.glsl
Normal file → Executable file
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Shaders/combine_pass/combine_pass.frag.glsl
Normal file → Executable file
9
Shaders/compositor_pass/compositor_pass.frag.glsl
Normal file → Executable file
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@ -148,8 +148,7 @@ void main() {
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||||||
vec3 rgbNE = texture(tex, tcrgbNE).rgb;
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vec3 rgbNE = texture(tex, tcrgbNE).rgb;
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vec3 rgbSW = texture(tex, tcrgbSW).rgb;
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vec3 rgbSW = texture(tex, tcrgbSW).rgb;
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vec3 rgbSE = texture(tex, tcrgbSE).rgb;
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vec3 rgbSE = texture(tex, tcrgbSE).rgb;
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vec4 texColor = texture(tex, tcrgbM);
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vec3 rgbM = texture(tex, tcrgbM).rgb;
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vec3 rgbM = texColor.rgb;
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vec3 luma = vec3(0.299, 0.587, 0.114);
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vec3 luma = vec3(0.299, 0.587, 0.114);
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float lumaNW = dot(rgbNW, luma);
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float lumaNW = dot(rgbNW, luma);
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float lumaNE = dot(rgbNE, luma);
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float lumaNE = dot(rgbNE, luma);
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@ -178,10 +177,10 @@ void main() {
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texture(tex, texCo + dir * -0.5).rgb +
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texture(tex, texCo + dir * -0.5).rgb +
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texture(tex, texCo + dir * 0.5).rgb);
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texture(tex, texCo + dir * 0.5).rgb);
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vec4 col;
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vec3 col;
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float lumaB = dot(rgbB, luma);
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float lumaB = dot(rgbB, luma);
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if ((lumaB < lumaMin) || (lumaB > lumaMax)) col = vec4(rgbA, texColor.a);
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if ((lumaB < lumaMin) || (lumaB > lumaMax)) col = rgbA;
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else col = vec4(rgbB, texColor.a);
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else col = rgbB;
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#else
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#else
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