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