smrendererv3/SMCode/SM.Base/PostEffects/Shaders/bloom_blur.glsl
Michel Fedde af90d617d3 Improved Bloom-Effect
[Can be now used, instead of filling another HDR-ColorAttachment, you just "overfill" the "color" buffer.]
2021-01-06 17:12:16 +01:00

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GLSL

#version 330
uniform sampler2D renderedTexture;
uniform bool First;
uniform float Threshold;
uniform bool Horizontal;
uniform float[32] Weights;
uniform int WeightCount;
layout(location = 0) out vec4 color;
vec4 GetRenderColorOffset(vec2 offset);
void main() {
vec3 thres = vec3(First ? Threshold : 0);
vec2 tex_offset = 1.0 / textureSize(renderedTexture, 0);
vec3 result = max(GetRenderColorOffset(vec2(0)).rgb - thres, 0) * Weights[0];
if (Horizontal) {
for(int i = 1; i < WeightCount; i++) {
result += max(GetRenderColorOffset(vec2(tex_offset.x * i, 0)).rgb - thres, 0) * Weights[i];
result += max(GetRenderColorOffset(vec2(-tex_offset.x * i, 0)).rgb - thres, 0) * 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);
}