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authorClément Foucault <foucault.clem@gmail.com>2017-08-19 03:40:02 +0300
committerClément Foucault <foucault.clem@gmail.com>2017-08-19 03:40:02 +0300
commit5720890cf85a04be097904869faea9c5f0641305 (patch)
treedb83129d44947dacb29e8fb4bb290da8e7509775 /source/blender/draw/engines/eevee/shaders/effect_bloom_frag.glsl
parent63f70ef14d8ab364d3cbbe2a329bcd555685219a (diff)
Eevee: Bloom: Add Bloom Color
Moar artistic control yay!
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/effect_bloom_frag.glsl')
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_bloom_frag.glsl4
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/effect_bloom_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_bloom_frag.glsl
index 9aab9ae7b4f..29543e82f43 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_bloom_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_bloom_frag.glsl
@@ -39,7 +39,7 @@ uniform vec2 baseBufferTexelSize;
uniform float sampleScale;
/* Step Resolve */
-uniform float bloomIntensity;
+uniform vec3 bloomColor;
in vec4 uvcoordsvar;
@@ -200,7 +200,7 @@ vec4 step_resolve(void)
vec3 blur = upsample_filter(sourceBuffer, uvcoordsvar.xy, sourceBufferTexelSize);
#endif
vec4 base = textureLod(baseBuffer, uvcoordsvar.xy, 0.0);
- vec3 cout = base.rgb + blur * bloomIntensity;
+ vec3 cout = base.rgb + blur * bloomColor;
return vec4(cout, base.a);
}