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out vec4 frag_color;
uniform sampler2D diffuseMap;
uniform sampler2D bloomExtractORM; // orm
//uniform sampler2D bloomExtractEmissive; // emissive
uniform sampler2D bloomExtractEmissive2; // emissive 2
uniform float bloomExtractBrightness = 0.9;
uniform float bloomExtractMetal = 0.20;
uniform float bloomExtractNonMetal = 0.20;
in vec2 vary_texcoord0;
void main()
{
vec4 col = texture(diffuseMap, vary_texcoord0.xy);
if(col.a > 0.001)
{
discard;
return;
}
//int valid = 0;
//float brightness = dot(col.rgb, vec3(0.2126, 0.7152, 0.0722));
float brightness = dot(col.rgb, vec3(0.3, 0.5, 0.2));
if(brightness < bloomExtractBrightness)
{
discard;
return;
}
/*
vec3 emi = texture(bloomExtractEmissive, vary_texcoord0.xy).rgb;
if(emi.r + emi.g + emi.b > 0.01)
{
discard;
return;
}
*/
vec3 emi = texture(bloomExtractEmissive2, vary_texcoord0.xy).rgb;
if(emi.r + emi.g + emi.b > 0.01)
{
discard;
return;
}
vec4 orm = texture(bloomExtractORM, vary_texcoord0.xy);
if(orm.r < 0.7)
{
discard;
return;
}
if(bloomExtractMetal == 1.0 && bloomExtractNonMetal == 1.0)
{
frag_color = vec4(col.rgb, 0.0);
return;
}
if(orm.b < 0.15)
{
// non metal
if(orm.g >= bloomExtractNonMetal)
{
discard;
return;
}
}
else if(orm.b > 0.8)
{
// metal
if(orm.g >= bloomExtractMetal)
{
discard;
return;
}
}
else
{
discard;
return;
}
frag_color = vec4(col.rgb, 0.0);
}
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