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-rw-r--r--shaders/glsl330/bloom.fs40
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;
-} \ No newline at end of file