/** * @file glowExtractF.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * $/LicenseInfo$ */ #extension GL_ARB_texture_rectangle : enable uniform sampler2DRect diffuseMap; uniform float minLuminance; uniform float maxExtractAlpha; uniform vec3 lumWeights; uniform vec3 warmthWeights; uniform float warmthAmount; void main() { vec4 col = texture2DRect(diffuseMap, gl_TexCoord[0].xy); /// CALCULATING LUMINANCE (Using NTSC lum weights) /// http://en.wikipedia.org/wiki/Luma_%28video%29 float lum = smoothstep(minLuminance, minLuminance+1.0, dot(col.rgb, lumWeights ) ); float warmth = smoothstep(minLuminance, minLuminance+1.0, max(col.r * warmthWeights.r, max(col.g * warmthWeights.g, col.b * warmthWeights.b)) ); gl_FragColor.rgb = col.rgb; gl_FragColor.a = max(col.a, mix(lum, warmth, warmthAmount) * maxExtractAlpha); }