smrendererv3/SMCode/SM.Base/PostEffects/Shaders/bloom_blur.glsl
Michel Fedde 4c18127c88 05.01.2021
+ 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
2021-01-06 17:04:15 +01:00

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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);
}