43 lines
1.5 KiB
GLSL
43 lines
1.5 KiB
GLSL
uniform sampler2D lighting_tex;
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uniform sampler2D bloom_tex;
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uniform sampler2D bufferNW_tex;
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uniform sampler2D bufferNE_tex;
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uniform sampler2D bufferSW_tex;
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uniform sampler2D bufferSE_tex;
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uniform bool showBuffers;
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uniform bool bloomEnabled;
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uniform float bloomStrength;
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uniform bool bloomBuffers;
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uniform bool bufferNW_enabled;
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uniform bool bufferNE_enabled;
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uniform bool bufferSW_enabled;
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uniform bool bufferSE_enabled;
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void main() {
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vec2 coords = gl_TexCoord[0].xy;
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vec4 color;
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if (showBuffers) {
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if (coords.x < 0.2 && coords.y < 0.2 && bufferSW_enabled) {
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color = texture2D( bufferSW_tex, coords * 5.0 );
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} else if (coords.x >= 0.8 && coords.y >= 0.8 && bufferNE_enabled) {
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color = texture2D( bufferNE_tex, (coords - vec2( 0.8, 0.8 )) * 5.0 );
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} else if (coords.x >= 0.8 && coords.y < 0.2 && bufferSE_enabled) {
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color = texture2D( bufferSE_tex, (coords - vec2( 0.8, 0.0 )) * 5.0 );
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} else if (coords.x < 0.2 && coords.y >= 0.8 && bufferNW_enabled) {
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color = texture2D( bufferNW_tex, (coords - vec2( 0.0, 0.8 )) * 5.0 );
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} else {
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color = texture2D( lighting_tex, coords );
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if (bloomEnabled && bloomBuffers)
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color = color + bloomStrength * texture2D( bloom_tex, coords );
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}
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} else {
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color = texture2D( lighting_tex, coords );
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if (bloomEnabled && bloomBuffers)
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color = color + bloomStrength * texture2D( bloom_tex, coords );
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}
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gl_FragColor = color;
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}
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