forked from LeenkxTeam/LNXSDK
		
	
		
			
				
	
	
		
			40 lines
		
	
	
		
			827 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			40 lines
		
	
	
		
			827 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
#version 450
 | 
						|
 | 
						|
#include "compiled.inc" // bloomStrength
 | 
						|
#include "std/resample.glsl"
 | 
						|
 | 
						|
uniform sampler2D tex;
 | 
						|
uniform vec2 screenSizeInv;
 | 
						|
uniform int currentMipLevel;
 | 
						|
uniform float sampleScale;
 | 
						|
 | 
						|
#ifdef _CPostprocess
 | 
						|
	uniform vec3 PPComp11;
 | 
						|
#endif
 | 
						|
 | 
						|
in vec2 texCoord;
 | 
						|
 | 
						|
out vec4 fragColor;
 | 
						|
 | 
						|
void main() {
 | 
						|
	#ifdef _BloomQualityHigh
 | 
						|
		fragColor.rgb = upsample_tent_filter_3x3(tex, texCoord, screenSizeInv, sampleScale);
 | 
						|
	#else
 | 
						|
		#ifdef _BloomQualityMedium
 | 
						|
			fragColor.rgb = upsample_dual_filter(tex, texCoord, screenSizeInv, sampleScale);
 | 
						|
		#else // _BloomQualityLow
 | 
						|
			fragColor.rgb = upsample_4tap_bilinear(tex, texCoord, screenSizeInv, sampleScale);
 | 
						|
		#endif
 | 
						|
	#endif
 | 
						|
 | 
						|
	if (currentMipLevel == 0) {
 | 
						|
		#ifdef _CPostprocess
 | 
						|
			fragColor.rgb *= PPComp11.x;
 | 
						|
		#else
 | 
						|
			fragColor.rgb *= bloomStrength;
 | 
						|
		#endif
 | 
						|
	}
 | 
						|
 | 
						|
	fragColor.a = 1.0;
 | 
						|
}
 |