/** * @file glowExtractF.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * $/LicenseInfo$ */ #extension GL_ARB_texture_rectangle : enable #extension GL_ARB_texture_multisample : enable uniform sampler2DMS diffuseMap; uniform float minLuminance; uniform float maxExtractAlpha; uniform vec3 lumWeights; uniform vec3 warmthWeights; uniform float warmthAmount; void main() { ivec2 itc = ivec2(gl_TexCoord[0].xy); vec4 fcol = vec4(0,0,0,0); for (int i = 0; i < samples; i++) { vec4 col = texelFetch(diffuseMap, itc, i); /// 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)) ); fcol += vec4(col.rgb, max(col.a, mix(lum, warmth, warmthAmount) * maxExtractAlpha)); } gl_FragColor = fcol/samples; }