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out vec4 frag_color;
in vec2 vary_texcoord0;
uniform sampler2D bloomEMap;
uniform bool bloomHorizontal;
uniform float bloomBlurRadius = 1.5;
uniform float weight[5] = float[] (0.227027, 0.1945946, 0.1216216, 0.054054, 0.016216);
void main()
{
vec2 size = vec2(bloomBlurRadius, bloomBlurRadius);
vec2 tex_offset = size / textureSize(bloomEMap, 0); // gets size of single texel
vec3 result = texture(bloomEMap, vary_texcoord0).rgb * weight[0]; // current fragment's contribution
if(bloomHorizontal)
{
for(int i = 1; i < 5; i++)
{
result += texture(bloomEMap, vary_texcoord0 + vec2(tex_offset.x * i, 0.0)).rgb * weight[i];
result += texture(bloomEMap, vary_texcoord0 - vec2(tex_offset.x * i, 0.0)).rgb * weight[i];
}
}
else
{
for(int i = 1; i < 5; i++)
{
result += texture(bloomEMap, vary_texcoord0 + vec2(0.0, tex_offset.y * i)).rgb * weight[i];
result += texture(bloomEMap, vary_texcoord0 - vec2(0.0, tex_offset.y * i)).rgb * weight[i];
}
}
frag_color = vec4(result, 1.0);
}
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