Initial commit: Minecraft 光追着色器包(从零实现的 path tracing)
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// MinecraftPT — Bloom_FS
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// Final bloom composite onto the scene.
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// bloomB is a fixed 1024x1024 image; the valid bloom region for this screen
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// is its top-left (viewWidth/4 x viewHeight/4) texels, so UV = screen / 4096.
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#include "/Lib/Settings.glsl"
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#include "/Lib/Utilities.glsl"
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uniform sampler2D colortex12;
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uniform sampler2D bloomB;
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layout(location = 0) out vec4 colorOut;
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void main(){
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vec2 texelCoord = gl_FragCoord.xy;
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vec3 scene = texelFetch(colortex12, ivec2(texelCoord), 0).rgb;
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vec3 bloom = textureLod(bloomB, clamp(texelCoord / 4096.0, vec2(0.0), vec2(1.0)), 0.0).rgb;
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vec3 color = scene + bloom * BLOOM_AMOUNT;
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colorOut = vec4(color, 1.0);
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}
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