]> git.lizzy.rs Git - minetest.git/commitdiff
Make bloom shaders compatible with GLES2 (#12834)
authorx2048 <codeforsmile@gmail.com>
Tue, 4 Oct 2022 12:52:56 +0000 (14:52 +0200)
committerGitHub <noreply@github.com>
Tue, 4 Oct 2022 12:52:56 +0000 (13:52 +0100)
Co-authored-by: Muhammad Rifqi Priyo Susanto <muhammadrifqipriyosusanto@gmail.com>
client/shaders/blur_h/opengl_fragment.glsl
client/shaders/blur_v/opengl_fragment.glsl
client/shaders/extract_bloom/opengl_fragment.glsl
client/shaders/second_stage/opengl_fragment.glsl

index c5818f9d8f330eba8b7ecb9c0d5050d773b75e66..9aeecad1c0d805811f791fbb540d38caa2ae777c 100644 (file)
@@ -2,7 +2,7 @@
 
 uniform sampler2D rendered;
 uniform vec2 texelSize0;
-uniform mediump float bloomRadius = 3.0;
+uniform mediump float bloomRadius;
 
 #ifdef GL_ES
 varying mediump vec2 varTexCoord;
index 6820ca10d33da477968e93f7f790ff6163684eca..5974adf8805018d7f83111a9a83b2ce6f1b77249 100644 (file)
@@ -2,7 +2,7 @@
 
 uniform sampler2D rendered;
 uniform vec2 texelSize0;
-uniform mediump float bloomRadius = 3.0;
+uniform mediump float bloomRadius;
 
 #ifdef GL_ES
 varying mediump vec2 varTexCoord;
index 8c25328ac7a2c82cd6725d14f564b85bf219aca3..7d18ec26ff20182a3398d78c68222825bf47cc8d 100644 (file)
@@ -1,8 +1,8 @@
 #define rendered texture0
 
 uniform sampler2D rendered;
-uniform mediump float exposureFactor = 2.5;
-uniform float bloomLuminanceThreshold = 1.0;
+uniform mediump float exposureFactor;
+uniform float bloomLuminanceThreshold;
 
 #ifdef GL_ES
 varying mediump vec2 varTexCoord;
index b929b33b48ad600e0a95b1b9a49d1edd5dd4f848..1f3816f1a755bf87b1f7ea26df163552b3369b94 100644 (file)
@@ -3,8 +3,8 @@
 
 uniform sampler2D rendered;
 uniform sampler2D bloom;
-uniform mediump float exposureFactor = 2.5;
-uniform lowp float bloomIntensity = 1.0;
+uniform mediump float exposureFactor;
+uniform lowp float bloomIntensity;
 
 #ifdef GL_ES
 varying mediump vec2 varTexCoord;
@@ -12,13 +12,13 @@ varying mediump vec2 varTexCoord;
 centroid varying vec2 varTexCoord;
 #endif
 
-#if ENABLE_BLOOM
+#ifdef ENABLE_BLOOM
 
 vec4 applyBloom(vec4 color, vec2 uv)
 {
        float bias = bloomIntensity;
        vec4 bloom = texture2D(bloom, uv);
-#if ENABLE_BLOOM_DEBUG
+#ifdef ENABLE_BLOOM_DEBUG
        if (uv.x > 0.5 && uv.y < 0.5)
                return vec4(bloom.rgb, color.a);
        if (uv.x < 0.5)
@@ -30,7 +30,7 @@ vec4 applyBloom(vec4 color, vec2 uv)
 
 #endif
 
-#if ENABLE_TONE_MAPPING
+#ifdef ENABLE_TONE_MAPPING
 
 /* Hable's UC2 Tone mapping parameters
        A = 0.22;
@@ -68,7 +68,7 @@ void main(void)
        // translate to linear colorspace (approximate)
        color.rgb = pow(color.rgb, vec3(2.2));
 
-#if ENABLE_BLOOM_DEBUG
+#ifdef ENABLE_BLOOM_DEBUG
        if (uv.x > 0.5 || uv.y > 0.5)
 #endif
        {
@@ -76,15 +76,15 @@ void main(void)
        }
 
 
-#if ENABLE_BLOOM
+#ifdef ENABLE_BLOOM
        color = applyBloom(color, uv);
 #endif
 
-#if ENABLE_BLOOM_DEBUG
+#ifdef ENABLE_BLOOM_DEBUG
        if (uv.x > 0.5 || uv.y > 0.5)
 #endif
        {
-#if ENABLE_TONE_MAPPING
+#ifdef ENABLE_TONE_MAPPING
                color = applyToneMapping(color);
 #else
                color.rgb /= 2.5; // default exposure factor, see also RenderingEngine::DEFAULT_EXPOSURE_FACTOR;