ab1080ae94
* add bloom demo * remove modification to readme * add references for the bloom implementation
32 lines
1022 B
Scala
32 lines
1022 B
Scala
$input v_texcoord0
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#include "../common/common.sh"
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SAMPLER2D(s_tex, 0);
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//SAMPLER2D(s_target_tex, 1);
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uniform vec4 u_pixelSize;
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uniform vec4 u_intensity;
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void main()
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{
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vec2 halfpixel = 1.0 * vec2(u_pixelSize.x, u_pixelSize.y);
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vec2 uv = v_texcoord0.xy;
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vec4 sum = vec4(0.0, 0.0, 0.0, 0.0);
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sum += (2.0 / 16.0) * texture2D(s_tex, uv + vec2(-halfpixel.x , 0.0));
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sum += (2.0 / 16.0) * texture2D(s_tex, uv + vec2(0.0, halfpixel.y));
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sum += (2.0 / 16.0) * texture2D(s_tex, uv + vec2(halfpixel.x , 0.0));
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sum += (2.0 / 16.0) * texture2D(s_tex, uv + vec2(0.0, -halfpixel.y));
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sum += (1.0 / 16.0) * texture2D(s_tex, uv + vec2(-halfpixel.x, -halfpixel.y));
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sum += (1.0 / 16.0) * texture2D(s_tex, uv + vec2(-halfpixel.x, halfpixel.y));
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sum += (1.0 / 16.0) * texture2D(s_tex, uv + vec2(halfpixel.x, -halfpixel.y));
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sum += (1.0 / 16.0) * texture2D(s_tex, uv + vec2(halfpixel.x, halfpixel.y));
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sum += (4.0 / 16.0) * texture2D(s_tex, uv);
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gl_FragColor.xyzw = u_intensity.x * sum;
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}
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