2016-04-07 13:32:32 +03:00
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#version 100
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precision mediump float;
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// Input vertex attributes (from vertex shader)
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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2016-07-25 20:44:21 +03:00
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uniform vec4 colDiffuse;
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2016-04-07 13:32:32 +03:00
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// NOTE: Add here your custom variables
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2016-07-25 20:44:21 +03:00
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const vec2 size = vec2(800, 450); // render size
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const float samples = 5.0; // pixels per axis; higher = bigger glow, worse performance
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const float quality = 2.5; // lower = smaller glow, better quality
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2016-04-07 13:32:32 +03:00
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void main()
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{
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vec4 sum = vec4(0);
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2016-07-25 20:44:21 +03:00
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vec2 sizeFactor = vec2(1)/size*quality;
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// Texel color fetching from texture sampler
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vec4 source = texture2D(texture0, fragTexCoord);
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2016-04-07 13:32:32 +03:00
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2016-07-25 20:44:21 +03:00
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const int range = 2; // should be = (samples - 1)/2;
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for (int x = -range; x <= range; x++)
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2016-04-07 13:32:32 +03:00
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{
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2016-07-25 20:44:21 +03:00
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for (int y = -range; y <= range; y++)
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2016-04-07 13:32:32 +03:00
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{
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2016-07-25 20:44:21 +03:00
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sum += texture2D(texture0, fragTexCoord + vec2(x, y)*sizeFactor);
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2016-04-07 13:32:32 +03:00
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}
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}
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2016-07-25 20:44:21 +03:00
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2016-04-07 13:32:32 +03:00
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// Calculate final fragment color
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2016-07-25 20:44:21 +03:00
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gl_FragColor = ((sum/(samples*samples)) + source)*colDiffuse;
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2016-04-07 13:32:32 +03:00
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}
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