Files
loop/shader/texture/bloomBlur.frag
T
2023-03-07 22:53:32 +00:00

66 lines
2.0 KiB
GLSL

#version 450 core
in vec2 vTexPos;
out vec4 fColor;
const vec2 winSize = vec2 (300.0,300.0);
// note that the above opening bracket should be the first in this file
// this is so that the window size can be extracted and the shader recompiled on
// the fly
uniform sampler2D screenTexture;
const float hOff = 3 / winSize.x;
const float vOff = 3 / winSize.y;
//const vec2 off[9] = vec2[]
// ( vec2( hOff, vOff )
// , vec2( hOff, 0.0 )
// , vec2( hOff,-vOff )
// , vec2( 0.0, vOff )
// , vec2( 0.0, 0.0 )
// , vec2( 0.0,-hOff )
// , vec2(-hOff, vOff )
// , vec2(-hOff, 0.0 )
// , vec2(-hOff,-vOff )
// );
const vec2 fiveOff[5] = vec2[]
( vec2( hOff, vOff )
, vec2( hOff,-vOff )
, vec2( 0.0, 0.0 )
, vec2(-hOff, vOff )
, vec2(-hOff,-vOff )
);
void main()
{
vec4 sumFive = vec4 (0.0,0.0,0.0,0.0);
for (int i=0; i<5; i++)
{
sumFive += vec4(texture(screenTexture, vTexPos + fiveOff[i]));
}
fColor = vec4 ( max( (sumFive / 10) , texture(screenTexture,vTexPos) ) );
//fColor = max(texture(screenTexture,vTexPos), sumFive / 5);
//fColor = vec4 ( (sumFive / 5).rgb, max((sumFive/5.0).a,texture(screenTexture,vTexPos).a) );
// 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); }
}