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- #define rendered texture0
- uniform sampler2D rendered;
- uniform vec2 texelSize0;
- uniform mediump float bloomRadius;
- uniform mat3 bloomBlurWeights;
- #ifdef GL_ES
- varying mediump vec2 varTexCoord;
- #else
- centroid varying vec2 varTexCoord;
- #endif
- // smoothstep - squared
- float smstsq(float f)
- {
- f = f * f * (3. - 2. * f);
- return f;
- }
- void main(void)
- {
- // kernel distance and linear size
- mediump float n = 2. * bloomRadius + 1.;
- vec2 uv = varTexCoord.st - vec2(0., bloomRadius * texelSize0.y);
- vec4 color = vec4(0.);
- mediump float sum = 0.;
- for (mediump float i = 0.; i < n; i++) {
- mediump float weight = smstsq(1. - (abs(i / bloomRadius - 1.)));
- color.rgb += texture2D(rendered, uv).rgb * weight;
- sum += weight;
- uv += vec2(0., texelSize0.y);
- }
- color /= sum;
- gl_FragColor = vec4(color.rgb, 1.0); // force full alpha to avoid holes in the image.
- }
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