Bliss-Shader/shaders/world1/composite10.vsh

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#version 120
#extension GL_EXT_gpu_shader4 : enable
#include "/lib/settings.glsl"
varying vec2 texcoord;
flat varying vec4 exposure;
flat varying float rodExposure;
uniform sampler2D colortex4;
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//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
void main() {
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gl_Position = ftransform();
texcoord = gl_MultiTexCoord0.xy;
exposure=vec4(texelFetch2D(colortex4,ivec2(10,37),0).r*vec3(FinalR,FinalG,FinalB),texelFetch2D(colortex4,ivec2(10,37),0).r);
rodExposure = texelFetch2D(colortex4,ivec2(14,37),0).r;
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}