nah its a big config xD
uniform sampler2D source;
uniform float hipass;
//HDR style cutoff shader. If the luminosity of a given pixel is below hipass, sets it to black.
void main(void)
{
vec4 color = texture2D(source, gl_TexCoord[0].st);
//calculate luminosity as (max+min) /2
/* float lum = max (color.x, color.y);
float realmax = max(color.z, lum);
lum = min (color.x, color.y);
float realmin = min( color.z, lum);
lum = ( realmax + realmin ) * 0.5f;
//calculate the cutoff using voodoo instead of an IF
float working = clamp( lum-hipass,0.0f, 1.0f);
float fraction = ceil(working);
gl_FragColor = color * fraction;*/
//This, while extremely gross, allows a bit of color to creep into the bloom.
gl_FragColor= color* ceil(clamp( color-hipass,0.0,1.0));
}
and tons of shits