Redesigned bloom shader to work on RPI
This commit is contained in:
parent
c604b53f78
commit
9e8232d750
@ -8,30 +8,32 @@ varying vec4 fragColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 fragTintColor;
|
||||
uniform vec4 colDiffuse;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
|
||||
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);
|
||||
vec4 tc = vec4(0);
|
||||
vec2 sizeFactor = vec2(1)/size*quality;
|
||||
|
||||
for (int i = -4; i < 4; i++)
|
||||
// Texel color fetching from texture sampler
|
||||
vec4 source = texture2D(texture0, fragTexCoord);
|
||||
|
||||
const int range = 2; // should be = (samples - 1)/2;
|
||||
|
||||
for (int x = -range; x <= range; x++)
|
||||
{
|
||||
for (int j = -3; j < 3; j++)
|
||||
for (int y = -range; y <= range; y++)
|
||||
{
|
||||
sum += texture2D(texture0, fragTexCoord + vec2(j, i)*0.004) * 0.25;
|
||||
sum += texture2D(texture0, fragTexCoord + vec2(x, y)*sizeFactor);
|
||||
}
|
||||
}
|
||||
|
||||
// Texel color fetching from texture sampler
|
||||
vec4 texelColor = texture2D(texture0, fragTexCoord);
|
||||
|
||||
// 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;
|
||||
gl_FragColor = ((sum/(samples*samples)) + source)*colDiffuse;
|
||||
}
|
@ -6,33 +6,35 @@ in vec4 fragColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 fragTintColor;
|
||||
uniform vec4 colDiffuse;
|
||||
|
||||
// Output fragment color
|
||||
out vec4 finalColor;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
|
||||
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);
|
||||
vec4 tc = vec4(0);
|
||||
vec2 sizeFactor = vec2(1)/size*quality;
|
||||
|
||||
for (int i = -4; i < 4; i++)
|
||||
// Texel color fetching from texture sampler
|
||||
vec4 source = texture(texture0, fragTexCoord);
|
||||
|
||||
const int range = 2; // should be = (samples - 1)/2;
|
||||
|
||||
for (int x = -range; x <= range; x++)
|
||||
{
|
||||
for (int j = -3; j < 3; j++)
|
||||
for (int y = -range; y <= range; y++)
|
||||
{
|
||||
sum += texture(texture0, fragTexCoord + vec2(j, i)*0.004)*0.25;
|
||||
sum += texture(texture0, fragTexCoord + vec2(x, y)*sizeFactor);
|
||||
}
|
||||
}
|
||||
|
||||
// Texel color fetching from texture sampler
|
||||
vec4 texelColor = texture(texture0, fragTexCoord);
|
||||
|
||||
// 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;
|
||||
|
||||
finalColor = tc;
|
||||
finalColor = ((sum/(samples*samples)) + source)*colDiffuse;
|
||||
}
|
@ -12,26 +12,28 @@ uniform vec4 colDiffuse;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
|
||||
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);
|
||||
vec4 tc = vec4(0);
|
||||
vec2 sizeFactor = vec2(1)/size*quality;
|
||||
|
||||
for (int i = -4; i < 4; i++)
|
||||
// Texel color fetching from texture sampler
|
||||
vec4 source = texture2D(texture0, fragTexCoord);
|
||||
|
||||
const int range = 2; // should be = (samples - 1)/2;
|
||||
|
||||
for (int x = -range; x <= range; x++)
|
||||
{
|
||||
for (int j = -3; j < 3; j++)
|
||||
for (int y = -range; y <= range; y++)
|
||||
{
|
||||
sum += texture2D(texture0, fragTexCoord + vec2(j, i)*0.004) * 0.25;
|
||||
sum += texture2D(texture0, fragTexCoord + vec2(x, y)*sizeFactor);
|
||||
}
|
||||
}
|
||||
|
||||
// Texel color fetching from texture sampler
|
||||
vec4 texelColor = texture2D(texture0, fragTexCoord);
|
||||
|
||||
// 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;
|
||||
gl_FragColor = ((sum/(samples*samples)) + source)*colDiffuse;
|
||||
}
|
@ -13,26 +13,28 @@ out vec4 finalColor;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
|
||||
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);
|
||||
vec4 tc = vec4(0);
|
||||
vec2 sizeFactor = vec2(1)/size*quality;
|
||||
|
||||
for (int i = -4; i < 4; i++)
|
||||
// Texel color fetching from texture sampler
|
||||
vec4 source = texture(texture0, fragTexCoord);
|
||||
|
||||
const int range = 2; // should be = (samples - 1)/2;
|
||||
|
||||
for (int x = -range; x <= range; x++)
|
||||
{
|
||||
for (int j = -3; j < 3; j++)
|
||||
for (int y = -range; y <= range; y++)
|
||||
{
|
||||
sum += texture(texture0, fragTexCoord + vec2(j, i)*0.004)*0.25;
|
||||
sum += texture(texture0, fragTexCoord + vec2(x, y)*sizeFactor);
|
||||
}
|
||||
}
|
||||
|
||||
// Texel color fetching from texture sampler
|
||||
vec4 texelColor = texture(texture0, fragTexCoord);
|
||||
|
||||
// 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;
|
||||
|
||||
finalColor = tc;
|
||||
finalColor = ((sum/(samples*samples)) + source)*colDiffuse;
|
||||
}
|
Loading…
Reference in New Issue
Block a user