Fixed potential divide-by-zero in bloom shader

This commit is contained in:
Anuken 2022-05-07 00:34:28 -04:00
parent aa0e254f0e
commit c9b9cf6cc4

View File

@ -10,6 +10,6 @@ void main(){
vec4 bloom = texture2D(u_texture1, v_texCoords) * BloomIntensity;
original = original * (vec4(1.0) - bloom);
vec4 combined = original + bloom;
float mx = min(max(combined.r,max(combined.g,combined.b)), 1.0);
gl_FragColor = vec4(combined.rgb / mx, mx);
float mx = min(max(combined.r, max(combined.g, combined.b)), 1.0);
gl_FragColor = vec4(combined.rgb / max(mx, 0.0001), mx);
}