\r
uniform float m_ExposurePow;\r
uniform float m_ExposureCutoff;\r
-in vec2 texCoord;\r
\r
+in vec2 texCoord;\r
\r
#ifdef HAS_GLOWMAP\r
uniform sampler2D m_GlowMap;\r
#endif\r
\r
-void main(void)\r
-{ \r
+void main(){\r
vec4 color;\r
#ifdef DO_EXTRACT\r
-\r
- color = getColor(m_Texture, texCoord);\r
- if ( (color.r+color.g+color.b)/3.0 < m_ExposureCutoff ) {\r
- color = vec4(0.0);\r
- }else{\r
- color = pow(color,vec4(m_ExposurePow));\r
- }\r
+ color = getColor(m_Texture, texCoord);\r
+ if ( (color.r + color.g + color.b) / 3.0 < m_ExposureCutoff ) {\r
+ color = vec4(0.0);\r
+ }else{\r
+ color = pow(color, vec4(m_ExposurePow));\r
+ }\r
#endif\r
\r
#ifdef HAS_GLOWMAP\r
vec4 glowColor = texture2D( m_GlowMap, texCoord );\r
- glowColor = pow(glowColor,vec4(m_ExposurePow));\r
- color+=glowColor;\r
+ glowColor = pow(glowColor, vec4(m_ExposurePow));\r
+ color += glowColor;\r
#endif\r
\r
gl_FragColor = color;\r
#extension GL_ARB_texture_multisample : enable\r
uniform int m_NumSamples;\r
uniform int m_NumSamplesDepth;\r
+\r
#ifdef RESOLVE_MS\r
#define COLORTEXTURE sampler2DMS\r
#else\r
\r
#ifdef RESOLVE_DEPTH_MS\r
#define DEPTHTEXTURE sampler2DMS\r
-\r
#else\r
#define DEPTHTEXTURE sampler2D\r
#endif\r
vec4 textureFetch(in sampler2DMS tex,in vec2 texC, in int numSamples){\r
ivec2 iTexC = ivec2(texC * textureSize(tex));\r
vec4 color = vec4(0.0);\r
- for (int i=0;i<numSamples;i++){\r
+ for (int i = 0; i < numSamples; i++){\r
color += texelFetch(tex, iTexC, i);\r
}\r
- return color/numSamples;\r
+ return color / numSamples;\r
}\r
\r
vec4 fetchTextureSample(in sampler2D tex,in vec2 texC,in int sample){\r
return texelFetch(tex, iTexC, sample);\r
}\r
\r
-vec4 getColor(in sampler2D tex,in vec2 texC){\r
+vec4 getColor(in sampler2D tex, in vec2 texC){\r
return texture2D(tex,texC);\r
}\r
\r
-vec4 getColor(in sampler2DMS tex,in vec2 texC){\r
+vec4 getColor(in sampler2DMS tex, in vec2 texC){\r
return textureFetch(tex,texC,m_NumSamples);\r
}\r
\r