diff options
Diffstat (limited to 'shaders/bloom2.fragment')
| -rw-r--r-- | shaders/bloom2.fragment | 57 |
1 files changed, 57 insertions, 0 deletions
| diff --git a/shaders/bloom2.fragment b/shaders/bloom2.fragment new file mode 100644 index 0000000..323f441 --- /dev/null +++ b/shaders/bloom2.fragment | |||
| @@ -0,0 +1,57 @@ | |||
| 1 | #version 330 core | ||
| 2 | |||
| 3 | in vec2 UV; | ||
| 4 | |||
| 5 | out vec3 color; | ||
| 6 | |||
| 7 | uniform sampler2D screenTex; | ||
| 8 | uniform sampler2D downsampledTex; | ||
| 9 | uniform float iGlobalTime; | ||
| 10 | |||
| 11 | float nrand(vec2 n) | ||
| 12 | { | ||
| 13 | return fract(sin(dot(n.xy, vec2(19.9898, 78.233))) * 43758.5453); | ||
| 14 | } | ||
| 15 | |||
| 16 | vec2 rot2d(vec2 p, float a) | ||
| 17 | { | ||
| 18 | vec2 sc = vec2(sin(a), cos(a)); | ||
| 19 | return vec2(dot(p, vec2(sc.y, -sc.x)), dot(p, sc.xy)); | ||
| 20 | } | ||
| 21 | |||
| 22 | void main() | ||
| 23 | { | ||
| 24 | const int NUM_TAPS = 12; | ||
| 25 | float max_siz = 1.0; | ||
| 26 | |||
| 27 | vec2 fTaps_Poisson[NUM_TAPS]; | ||
| 28 | fTaps_Poisson[0] = vec2(-.326, -.406); | ||
| 29 | fTaps_Poisson[1] = vec2(-.840, -.074); | ||
| 30 | fTaps_Poisson[2] = vec2(-.696, .457); | ||
| 31 | fTaps_Poisson[3] = vec2(-.203, .621); | ||
| 32 | fTaps_Poisson[4] = vec2( .962, -.195); | ||
| 33 | fTaps_Poisson[5] = vec2( .473, -.480); | ||
| 34 | fTaps_Poisson[6] = vec2( .519, .767); | ||
| 35 | fTaps_Poisson[7] = vec2( .185, -.893); | ||
| 36 | fTaps_Poisson[8] = vec2( .507, .064); | ||
| 37 | fTaps_Poisson[9] = vec2( .896, .412); | ||
| 38 | fTaps_Poisson[10] = vec2(-.322, -.933); | ||
| 39 | fTaps_Poisson[11] = vec2(-.792, -.598); | ||
| 40 | |||
| 41 | vec4 sum = vec4(0); | ||
| 42 | float rnd = 6.28 * nrand(UV + fract(iGlobalTime)); | ||
| 43 | vec4 basis = vec4(rot2d(vec2(1,0), rnd), rot2d(vec2(0,1), rnd)); | ||
| 44 | for (int i=0; i<NUM_TAPS; i++) | ||
| 45 | { | ||
| 46 | vec2 ofs = fTaps_Poisson[i]; | ||
| 47 | ofs = vec2(dot(ofs, basis.xz), dot(ofs, basis.yw)); | ||
| 48 | |||
| 49 | vec2 texcoord = UV + max_siz * ofs / vec2(64.0,48.0); | ||
| 50 | sum += texture(downsampledTex, texcoord, -10.0); | ||
| 51 | } | ||
| 52 | |||
| 53 | vec3 bloom_c = (sum / vec4(NUM_TAPS)).rgb; | ||
| 54 | bloom_c = vec3(bloom_c.r*bloom_c.r, bloom_c.g*bloom_c.g, bloom_c.b*bloom_c.b); | ||
| 55 | |||
| 56 | color = texture(screenTex, UV).rgb + bloom_c; | ||
| 57 | } | ||
