<@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@> TEXTURE(0, sampler2D, blurMap0);TEXTURE(1, sampler2D, blurMap1);TEXTURE(2, sampler2D, blurMap2); UNIFORM_BUFFER(RENDER_UTILS_BUFFER_BLOOM_PARAMS, parametersBuffer) { Parameters parameters;}; INPUT(0, vec2, varTexCoord0);OUTPUT(0, 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);}
<@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@>
TEXTURE(0, sampler2D, blurMap0);
TEXTURE(1, sampler2D, blurMap1);
TEXTURE(2, sampler2D, blurMap2);
UNIFORM_BUFFER(RENDER_UTILS_BUFFER_BLOOM_PARAMS, parametersBuffer) {
Parameters parameters;
};
INPUT(0, vec2, varTexCoord0);
OUTPUT(0, 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);
}