+ Bloom effect + PixelInformation + Many Summaries + Add-methods for CVectors + Exposure-Field in GenericCamera for HDR. ~ ColorAttachments now can have PixelInformation ~ Transformed MeshAttributes to a own class ~ Fixed the non-applying of transformations at texts ~ Added more information to the context ~ Improved Pipeline-Process. ~ Changed how Uniform takes arrays - Light system
30 lines
No EOL
814 B
GLSL
30 lines
No EOL
814 B
GLSL
#version 330
|
|
|
|
uniform sampler2D renderedTexture;
|
|
|
|
uniform bool Horizontal;
|
|
|
|
uniform float[32] Weights;
|
|
uniform int WeightCount;
|
|
|
|
layout(location = 0) out vec4 color;
|
|
|
|
vec4 GetRenderColorOffset(vec2 offset);
|
|
|
|
void main() {
|
|
vec2 tex_offset = 1.0 / textureSize(renderedTexture, 0);
|
|
vec3 result = GetRenderColorOffset(vec2(0)).rgb * Weights[0];
|
|
|
|
if (Horizontal) {
|
|
for(int i = 1; i < WeightCount; i++) {
|
|
result += GetRenderColorOffset(vec2(tex_offset.x * i, 0)).rgb * Weights[i];
|
|
result += GetRenderColorOffset(vec2(-tex_offset.x * i, 0)).rgb * Weights[i];
|
|
}
|
|
} else {
|
|
for(int i = 1; i < WeightCount; i++) {
|
|
result += GetRenderColorOffset(vec2(0, tex_offset.x * i)).rgb * Weights[i];
|
|
result += GetRenderColorOffset(vec2(0, -tex_offset.x * i)).rgb * Weights[i];
|
|
}
|
|
}
|
|
color = vec4(result, 1);
|
|
} |