Tweak bloom

This commit is contained in:
2021-08-20 13:23:06 +02:00
parent a822e707e3
commit 822c65e0cc
+38 -29
View File
@@ -22,11 +22,11 @@ const vec2 off[9] = vec2[]
, vec2(-hOff,-vOff ) , vec2(-hOff,-vOff )
); );
const vec2 fiveOff[5] = vec2[] const vec2 fiveOff[5] = vec2[]
( vec2( vOff,0.0 ) ( vec2( vOff, hOff )
, vec2( 0.0,hOff ) , vec2( vOff,-hOff )
, vec2( 0.0,0.0 ) , vec2( 0.0, 0.0 )
, vec2( 0.0,-hOff ) , vec2(-vOff, hOff )
, vec2( -vOff,0.0 ) , vec2(-vOff,-hOff )
); );
vec4 combinef (vec4 ac, vec4 bc) 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 - //{ 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() void main()
{ {
vec4 sampleTex[9]; vec4 sumFive = vec4 (0,0,0,0);
for(int i=0; i<9; i++) 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]; // divinding by 4 is not ideal, because it adds extra alpha
for(int i=0; i<5; i++) // but has more juice than dividing by 5
{ fColor = max(texture(screenTexture,vTexPos), sumFive / 4);
sampleFive[i] = vec4(texture(screenTexture, vTexPos + fiveOff[i])); //fColor = sumFive / 4;
} // vec4 sampleTex[9];
vec4 col = vec4(0,0,0,0); // for(int i=0; i<9; i++)
for (int i = 0; i < 9; i++) // {
col = combinef(col,sampleTex[i]); // sampleTex[i] = vec4(texture(screenTexture, vTexPos + off[i]));
//col += sampleTex[i] * frac; // }
float alph = 0.0; // vec4 sampleFive[5];
for (int i = 0; i < 9; i++) // for(int i=0; i<5; i++)
//alph += sampleTex[i].a; // {
alph = max(alph, 0.5 * sampleTex[i].a); // sampleFive[i] = vec4(texture(screenTexture, vTexPos + fiveOff[i]));
alph = max(sampleTex[4].a, alph); // }
// // vec4 col = vec4(0,0,0,0);
//fColor = col; // for (int i = 0; i < 9; i++)
fColor = vec4(col.rgb/col.a,alph); // col = combinef(col,sampleTex[i]);
//if (col.a == 0.0) // //col += sampleTex[i] * frac;
//{ fColor = vec4(0,0,0,0); } // float alph = 0.0;
//else // for (int i = 0; i < 9; i++)
//{ fColor = vec4( col.r/col.a , col.g/col.a , col.b/col.a, col.a/9.0); } // //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); }
} }