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-rw-r--r--shaders/bloom1.fragment2
-rw-r--r--shaders/bloom2.fragment4
2 files changed, 4 insertions, 2 deletions
diff --git a/shaders/bloom1.fragment b/shaders/bloom1.fragment index 77031f2..4940933 100644 --- a/shaders/bloom1.fragment +++ b/shaders/bloom1.fragment
@@ -21,7 +21,7 @@ vec2 rot2d(vec2 p, float a)
21void main() 21void main()
22{ 22{
23 const int NUM_TAPS = 12; 23 const int NUM_TAPS = 12;
24 float max_siz = 1.0; 24 float max_siz = 15.0;
25 25
26 vec2 fTaps_Poisson[NUM_TAPS]; 26 vec2 fTaps_Poisson[NUM_TAPS];
27 fTaps_Poisson[0] = vec2(-.326, -.406); 27 fTaps_Poisson[0] = vec2(-.326, -.406);
diff --git a/shaders/bloom2.fragment b/shaders/bloom2.fragment index 323f441..ac18124 100644 --- a/shaders/bloom2.fragment +++ b/shaders/bloom2.fragment
@@ -51,7 +51,9 @@ void main()
51 } 51 }
52 52
53 vec3 bloom_c = (sum / vec4(NUM_TAPS)).rgb; 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); 54 //bloom_c = vec3(bloom_c.r*bloom_c.r, bloom_c.g*bloom_c.g, bloom_c.b*bloom_c.b);
55 //bloom_c = vec3(bloom_c.r*bloom_c.r, bloom_c.g*bloom_c.g, bloom_c.b*bloom_c.b);
56 bloom_c = max(bloom_c - 0.25, vec3(0,0,0));
55 57
56 color = texture(screenTex, UV).rgb + bloom_c; 58 color = texture(screenTex, UV).rgb + bloom_c;
57} 59}