raylib/shaders/glsl100/bloom.fs

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#version 100
precision mediump float;
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// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
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varying vec4 fragColor;
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// Input uniform values
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
void main()
{
vec4 sum = vec4(0);
vec4 tc = vec4(0);
for (int i = -4; i < 4; i++)
{
for (int j = -3; j < 3; j++)
{
sum += texture2D(texture0, fragTexCoord + vec2(j, i)*0.004) * 0.25;
}
}
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// Texel color fetching from texture sampler
vec4 texelColor = texture2D(texture0, fragTexCoord);
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// Calculate final fragment color
if (texelColor.r < 0.3) tc = sum*sum*0.012 + texelColor;
else if (texelColor.r < 0.5) tc = sum*sum*0.009 + texelColor;
else tc = sum*sum*0.0075 + texelColor;
gl_FragColor = tc;
}