overte/libraries/render-utils/src/BloomApply.slf
2018-10-23 10:40:12 -07:00

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<@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);
}