<@include gpu/Config.slh@> <$VERSION_HEADER$> // BloomApply.frag // Mix the three gaussian blur textures. // // Created by Olivier Prat on 10/09/2017 // Copyright 2017 High Fidelity, Inc. // // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // <@include BloomApply.shared.slh@> <@include render-utils/ShaderConstants.h@> LAYOUT(binding=0) uniform sampler2D blurMap0; LAYOUT(binding=1) uniform sampler2D blurMap1; LAYOUT(binding=2) uniform sampler2D blurMap2; LAYOUT_STD140(binding=RENDER_UTILS_BUFFER_BLOOM_PARAMS) uniform parametersBuffer { Parameters parameters; }; layout(location=0) in vec2 varTexCoord0; layout(location=0) out vec4 outFragColor; void main(void) { vec4 blur0 = texture(blurMap0, varTexCoord0); vec4 blur1 = texture(blurMap1, varTexCoord0); vec4 blur2 = texture(blurMap2, varTexCoord0); outFragColor = vec4(blur0.rgb*parameters._intensities.x + blur1.rgb*parameters._intensities.y + blur2.rgb*parameters._intensities.z, 1.0f); }