Moving bloom strength math to the combine steps, and fixing a redundant multiply issue in the REGL based renderer

This commit is contained in:
Rezmason
2022-10-04 21:53:53 -07:00
parent 507f907096
commit 3843dd90d1
17 changed files with 28 additions and 46 deletions

View File

@@ -2,13 +2,12 @@ precision mediump float;
uniform sampler2D tex;
uniform sampler2D bloomTex;
uniform sampler2D backgroundTex;
uniform float bloomStrength;
varying vec2 vUV;
vec4 getBrightness(vec2 uv) {
vec4 primary = texture2D(tex, uv);
vec4 bloom = texture2D(bloomTex, uv) * bloomStrength;
return min((primary + bloom) * (2.0 - bloomStrength), 1.0);
vec4 bloom = texture2D(bloomTex, uv);
return primary + bloom;
}
void main() {

View File

@@ -4,7 +4,6 @@ precision mediump float;
uniform sampler2D tex;
uniform sampler2D bloomTex;
uniform sampler2D paletteTex;
uniform float bloomStrength;
uniform float ditherMagnitude;
uniform float time;
uniform vec3 backgroundColor, cursorColor, glintColor;
@@ -18,8 +17,8 @@ highp float rand( const in vec2 uv, const in float t ) {
vec4 getBrightness(vec2 uv) {
vec4 primary = texture2D(tex, uv);
vec4 bloom = texture2D(bloomTex, uv) * bloomStrength;
return min((primary + bloom) * (2.0 - bloomStrength), 1.0);
vec4 bloom = texture2D(bloomTex, uv);
return primary + bloom;
}
void main() {

View File

@@ -3,7 +3,6 @@ precision mediump float;
uniform sampler2D tex;
uniform sampler2D bloomTex;
uniform float bloomStrength;
uniform sampler2D stripeTex;
uniform float ditherMagnitude;
uniform float time;
@@ -18,8 +17,8 @@ highp float rand( const in vec2 uv, const in float t ) {
vec4 getBrightness(vec2 uv) {
vec4 primary = texture2D(tex, uv);
vec4 bloom = texture2D(bloomTex, uv) * bloomStrength;
return min((primary + bloom) * (2.0 - bloomStrength), 1.0);
vec4 bloom = texture2D(bloomTex, uv);
return primary + bloom;
}
void main() {