Tweak bloom
This commit is contained in:
@@ -22,11 +22,11 @@ const vec2 off[9] = vec2[]
|
||||
, vec2(-hOff,-vOff )
|
||||
);
|
||||
const vec2 fiveOff[5] = vec2[]
|
||||
( vec2( vOff,0.0 )
|
||||
, vec2( 0.0,hOff )
|
||||
, vec2( 0.0,0.0 )
|
||||
, vec2( 0.0,-hOff )
|
||||
, vec2( -vOff,0.0 )
|
||||
( vec2( vOff, hOff )
|
||||
, vec2( vOff,-hOff )
|
||||
, vec2( 0.0, 0.0 )
|
||||
, vec2(-vOff, hOff )
|
||||
, vec2(-vOff,-hOff )
|
||||
);
|
||||
vec4 combinef (vec4 ac, vec4 bc)
|
||||
//{ return vec4 (max(ac.x,bc.x),max(ac.y,bc.y),max(ac.z,bc.z),ac.w + bc.w -
|
||||
@@ -36,30 +36,39 @@ vec4 combinef (vec4 ac, vec4 bc)
|
||||
}
|
||||
void main()
|
||||
{
|
||||
vec4 sampleTex[9];
|
||||
for(int i=0; i<9; i++)
|
||||
vec4 sumFive = vec4 (0,0,0,0);
|
||||
for (int i=0; i<5; i++)
|
||||
{
|
||||
sampleTex[i] = vec4(texture(screenTexture, vTexPos + off[i]));
|
||||
sumFive += vec4(texture(screenTexture, vTexPos + fiveOff[i]));
|
||||
}
|
||||
vec4 sampleFive[5];
|
||||
for(int i=0; i<5; i++)
|
||||
{
|
||||
sampleFive[i] = vec4(texture(screenTexture, vTexPos + fiveOff[i]));
|
||||
}
|
||||
vec4 col = vec4(0,0,0,0);
|
||||
for (int i = 0; i < 9; i++)
|
||||
col = combinef(col,sampleTex[i]);
|
||||
//col += sampleTex[i] * frac;
|
||||
float alph = 0.0;
|
||||
for (int i = 0; i < 9; i++)
|
||||
//alph += sampleTex[i].a;
|
||||
alph = max(alph, 0.5 * sampleTex[i].a);
|
||||
alph = max(sampleTex[4].a, alph);
|
||||
//
|
||||
//fColor = col;
|
||||
fColor = vec4(col.rgb/col.a,alph);
|
||||
//if (col.a == 0.0)
|
||||
//{ fColor = vec4(0,0,0,0); }
|
||||
//else
|
||||
//{ fColor = vec4( col.r/col.a , col.g/col.a , col.b/col.a, col.a/9.0); }
|
||||
// divinding by 4 is not ideal, because it adds extra alpha
|
||||
// but has more juice than dividing by 5
|
||||
fColor = max(texture(screenTexture,vTexPos), sumFive / 4);
|
||||
//fColor = sumFive / 4;
|
||||
// vec4 sampleTex[9];
|
||||
// for(int i=0; i<9; i++)
|
||||
// {
|
||||
// sampleTex[i] = vec4(texture(screenTexture, vTexPos + off[i]));
|
||||
// }
|
||||
// vec4 sampleFive[5];
|
||||
// for(int i=0; i<5; i++)
|
||||
// {
|
||||
// sampleFive[i] = vec4(texture(screenTexture, vTexPos + fiveOff[i]));
|
||||
// }
|
||||
// vec4 col = vec4(0,0,0,0);
|
||||
// for (int i = 0; i < 9; i++)
|
||||
// col = combinef(col,sampleTex[i]);
|
||||
// //col += sampleTex[i] * frac;
|
||||
// float alph = 0.0;
|
||||
// for (int i = 0; i < 9; i++)
|
||||
// //alph += sampleTex[i].a;
|
||||
// alph = max(alph, 0.5 * sampleTex[i].a);
|
||||
// alph = max(sampleTex[4].a, alph);
|
||||
// //
|
||||
// //fColor = col;
|
||||
// fColor = vec4(col.rgb/col.a,alph);
|
||||
// //if (col.a == 0.0)
|
||||
// //{ fColor = vec4(0,0,0,0); }
|
||||
// //else
|
||||
// //{ fColor = vec4( col.r/col.a , col.g/col.a , col.b/col.a, col.a/9.0); }
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user