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/**
* @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;
}
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