raylib/shaders/glsl330/bloom.fs

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#version 330
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// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
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in vec4 fragColor;
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// Input uniform values
uniform sampler2D texture0;
uniform vec4 colDiffuse;
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// Output fragment color
out vec4 finalColor;
// NOTE: Add here your custom variables
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const vec2 size = vec2(800, 450); // render size
const float samples = 5.0; // pixels per axis; higher = bigger glow, worse performance
const float quality = 2.5; // lower = smaller glow, better quality
void main()
{
vec4 sum = vec4(0);
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vec2 sizeFactor = vec2(1)/size*quality;
// Texel color fetching from texture sampler
vec4 source = texture(texture0, fragTexCoord);
const int range = 2; // should be = (samples - 1)/2;
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for (int x = -range; x <= range; x++)
{
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for (int y = -range; y <= range; y++)
{
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sum += texture(texture0, fragTexCoord + vec2(x, y)*sizeFactor);
}
}
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// Calculate final fragment color
finalColor = ((sum/(samples*samples)) + source)*colDiffuse;
}