diff --git a/Templates/BaseGame/game/core/postFX/scripts/Bloom/gl/bloomStrengthP.glsl b/Templates/BaseGame/game/core/postFX/scripts/Bloom/gl/bloomStrengthP.glsl index 7c9fe846e..64763ce27 100644 --- a/Templates/BaseGame/game/core/postFX/scripts/Bloom/gl/bloomStrengthP.glsl +++ b/Templates/BaseGame/game/core/postFX/scripts/Bloom/gl/bloomStrengthP.glsl @@ -20,8 +20,12 @@ // IN THE SOFTWARE. //----------------------------------------------------------------------------- +#include "core/rendering/shaders/gl/hlslCompat.glsl" +#include "core/rendering/shaders/postFX/gl/postFx.glsl" #include "shadergen:/autogenConditioners.h" +#line 27 + uniform sampler2D inputTex; uniform sampler2D dirtTex; uniform float strength; @@ -33,19 +37,17 @@ uniform vec3 dirtParams; uniform vec3 edgeParams; uniform vec2 oneOverTargetSize; -in vec2 uv0; - out vec4 OUT_col; void main() { #ifdef USE_DIRT - float edge = distance(uv0, vec2(0.5, 0.5)); + float edge = distance(IN_uv0, vec2(0.5, 0.5)); edge = max(smoothstep(edgeParams.x, edgeParams.y, edge), edgeParams.z); - vec3 dirt = texture(dirtTex, uv0 / (dirtParams.xy * oneOverTargetSize)).rgb * dirtParams.z * edge; + vec3 dirt = texture(dirtTex, IN_uv0 / (dirtParams.xy * oneOverTargetSize)).rgb * dirtParams.z * edge; #endif - vec4 upSample = texture(inputTex, uv0) * strength; + vec4 upSample = texture(inputTex, IN_uv0) * strength; #ifdef USE_DIRT upSample.rgb += upSample.rgb * dirt; diff --git a/Templates/BaseGame/game/core/postFX/scripts/Bloom/gl/bloomThresholdP.glsl b/Templates/BaseGame/game/core/postFX/scripts/Bloom/gl/bloomThresholdP.glsl index df50c562a..7ae3f89f1 100644 --- a/Templates/BaseGame/game/core/postFX/scripts/Bloom/gl/bloomThresholdP.glsl +++ b/Templates/BaseGame/game/core/postFX/scripts/Bloom/gl/bloomThresholdP.glsl @@ -20,19 +20,21 @@ // IN THE SOFTWARE. //----------------------------------------------------------------------------- +#include "core/rendering/shaders/gl/hlslCompat.glsl" +#include "core/rendering/shaders/postFX/gl/postFx.glsl" #include "shadergen:/autogenConditioners.h" +#line 27 + uniform sampler2D inputTex; uniform float threshold; -in vec2 uv0; - out vec4 OUT_col; void main() { - vec4 screenColor = texture(inputTex, uv0); + vec4 screenColor = texture(inputTex, IN_uv0); float brightness = max(screenColor.r, max(screenColor.g, screenColor.b)); - float contribution = clamp(brightness - threshold) / max(brightness, 0.0001, 0.0, 1.0); + float contribution = clamp(brightness - threshold, 0.0, 1.0) / max(brightness, 0.0001); OUT_col = screenColor * contribution; } diff --git a/Templates/BaseGame/game/core/postFX/scripts/Bloom/gl/downSampleP.glsl b/Templates/BaseGame/game/core/postFX/scripts/Bloom/gl/downSampleP.glsl index d669123a2..1e3cac490 100644 --- a/Templates/BaseGame/game/core/postFX/scripts/Bloom/gl/downSampleP.glsl +++ b/Templates/BaseGame/game/core/postFX/scripts/Bloom/gl/downSampleP.glsl @@ -20,8 +20,12 @@ // IN THE SOFTWARE. //----------------------------------------------------------------------------- +#include "core/rendering/shaders/gl/hlslCompat.glsl" +#include "core/rendering/shaders/postFX/gl/postFx.glsl" #include "shadergen:/autogenConditioners.h" +#line 27 + #define KERNEL_SAMPLES 9 const vec3 KERNEL[9] = vec3[]( vec3( 0.0000, 0.0000, 0.2500), @@ -38,8 +42,6 @@ const vec3 KERNEL[9] = vec3[]( uniform sampler2D inputTex; uniform vec2 oneOverTargetSize; -in vec2 uv0; - out vec4 OUT_col; void main() @@ -53,7 +55,7 @@ void main() vec3 offsetWeight = KERNEL[i]; vec2 offsetXY = offsetWeight.xy * oneOverTargetSize; float weight = offsetWeight.z; - vec4 sampleCol = texture(inputTex, uv0 + offsetXY); + vec4 sampleCol = texture(inputTex, IN_uv0 + offsetXY); downSample += sampleCol * weight; } diff --git a/Templates/BaseGame/game/core/postFX/scripts/Bloom/gl/upSampleP.glsl b/Templates/BaseGame/game/core/postFX/scripts/Bloom/gl/upSampleP.glsl index 2e11117c1..420c3892b 100644 --- a/Templates/BaseGame/game/core/postFX/scripts/Bloom/gl/upSampleP.glsl +++ b/Templates/BaseGame/game/core/postFX/scripts/Bloom/gl/upSampleP.glsl @@ -20,8 +20,12 @@ // IN THE SOFTWARE. //----------------------------------------------------------------------------- +#include "core/rendering/shaders/gl/hlslCompat.glsl" +#include "core/rendering/shaders/postFX/gl/postFx.glsl" #include "shadergen:/autogenConditioners.h" +#line 27 + #define KERNEL_SAMPLES 9 const vec3 KERNEL[9] = vec3[]( vec3( 0.0000, 0.0000, 0.5000), @@ -40,8 +44,6 @@ uniform sampler2D mipTex; uniform float filterRadius; uniform vec2 oneOverTargetSize; -in vec2 uv0; - out vec4 OUT_col; void main() @@ -55,11 +57,11 @@ void main() vec3 offsetWeight = KERNEL[i]; vec2 offsetXY = offsetWeight.xy * oneOverTargetSize * filterRadius; float weight = offsetWeight.z; - vec4 sampleCol = texture(mipTex, uv0 + offsetXY); + vec4 sampleCol = texture(mipTex, IN_uv0 + offsetXY); upSample += sampleCol * weight; } - upSample = texture(nxtTex, uv0) + upSample; + upSample = texture(nxtTex, IN_uv0) + upSample; OUT_col = upSample; }