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Diffstat (limited to 'shaders/glsl330/bloom.fs')
| -rw-r--r-- | shaders/glsl330/bloom.fs | 40 |
1 files changed, 0 insertions, 40 deletions
diff --git a/shaders/glsl330/bloom.fs b/shaders/glsl330/bloom.fs deleted file mode 100644 index 333d5b05..00000000 --- a/shaders/glsl330/bloom.fs +++ /dev/null @@ -1,40 +0,0 @@ -#version 330 - -// Input vertex attributes (from vertex shader) -in vec2 fragTexCoord; -in vec4 fragColor; - -// Input uniform values -uniform sampler2D texture0; -uniform vec4 colDiffuse; - -// Output fragment color -out vec4 finalColor; - -// NOTE: Add here your custom variables - -const vec2 size = vec2(800, 450); // render size -const float samples = 5.0; // pixels per axis; higher = bigger glow, worse performance -const float quality = 2.5; // lower = smaller glow, better quality - -void main() -{ - vec4 sum = vec4(0); - vec2 sizeFactor = vec2(1)/size*quality; - - // Texel color fetching from texture sampler - vec4 source = texture(texture0, fragTexCoord); - - const int range = 2; // should be = (samples - 1)/2; - - for (int x = -range; x <= range; x++) - { - for (int y = -range; y <= range; y++) - { - sum += texture(texture0, fragTexCoord + vec2(x, y)*sizeFactor); - } - } - - // Calculate final fragment color - finalColor = ((sum/(samples*samples)) + source)*colDiffuse; -}
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