2024-11-09 19:19:36 +00:00
|
|
|
std::string outputFragmentShader = R"(
|
|
|
|
|
2024-11-06 20:15:09 +00:00
|
|
|
uniform sampler2D uTexture0; //line
|
|
|
|
uniform sampler2D uTexture1; //tight glow
|
|
|
|
uniform sampler2D uTexture2; //big glow
|
|
|
|
uniform sampler2D uTexture3; //screen
|
|
|
|
uniform float uExposure;
|
|
|
|
uniform float uSaturation;
|
2024-11-09 21:37:20 +00:00
|
|
|
uniform float uNoise;
|
|
|
|
uniform float uTime;
|
|
|
|
uniform float uGlow;
|
2024-11-06 20:15:09 +00:00
|
|
|
uniform vec3 uColour;
|
|
|
|
varying vec2 vTexCoord;
|
|
|
|
varying vec2 vTexCoordCanvas;
|
|
|
|
|
|
|
|
vec3 desaturate(vec3 color, float factor) {
|
|
|
|
vec3 lum = vec3(0.299, 0.587, 0.114);
|
|
|
|
vec3 gray = vec3(dot(lum, color));
|
|
|
|
return vec3(mix(color, gray, factor));
|
|
|
|
}
|
|
|
|
|
2024-11-09 21:37:20 +00:00
|
|
|
float noise(in vec2 uv, in float time) {
|
|
|
|
return (fract(sin(dot(uv, vec2(12.9898,78.233)*2.0 + time)) * 43758.5453)) - 0.5;
|
2024-11-06 20:15:09 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void main() {
|
2024-11-18 19:21:32 +00:00
|
|
|
float glow = uGlow / (2.0 * max(0.0001,sqrt(uExposure)));
|
2024-11-06 20:15:09 +00:00
|
|
|
vec4 line = texture2D(uTexture0, vTexCoordCanvas);
|
|
|
|
// r components have grid; g components do not.
|
|
|
|
vec4 screen = texture2D(uTexture3, vTexCoord);
|
|
|
|
vec4 tightGlow = texture2D(uTexture1, vTexCoord);
|
2024-11-18 19:21:32 +00:00
|
|
|
vec4 scatter = texture2D(uTexture2, vTexCoord)+glow;
|
|
|
|
float light = line.r * 1.2 * screen.r + 1.5 * screen.r * screen.g * tightGlow.r;
|
|
|
|
light += glow * 0.4 * scatter.g * (2.0 + 1.0 * screen.r + 0.5 * screen.r);
|
2024-11-06 20:15:09 +00:00
|
|
|
float tlight = 1.0-pow(2.0, -uExposure*light);
|
2024-11-09 21:37:20 +00:00
|
|
|
float tlight2 = tlight * tlight * tlight;
|
2024-11-06 20:15:09 +00:00
|
|
|
gl_FragColor.rgb = mix(uColour, vec3(1.0), 0.3+tlight2*tlight2*0.5)*tlight;
|
|
|
|
gl_FragColor.rgb = desaturate(gl_FragColor.rgb, 1.0 - uSaturation);
|
2024-11-09 21:37:20 +00:00
|
|
|
gl_FragColor.rgb += uNoise * noise(gl_FragCoord.xy, uTime);
|
2024-11-06 20:15:09 +00:00
|
|
|
gl_FragColor.a = 1.0;
|
|
|
|
}
|
2024-11-09 19:19:36 +00:00
|
|
|
|
|
|
|
)";
|