#version 330 core in vec2 UV; out vec3 color; uniform sampler2D screenTex; uniform sampler2D downsampledTex; uniform float iGlobalTime; float nrand(vec2 n) { return fract(sin(dot(n.xy, vec2(19.9898, 78.233))) * 43758.5453); } vec2 rot2d(vec2 p, float a) { vec2 sc = vec2(sin(a), cos(a)); return vec2(dot(p, vec2(sc.y, -sc.x)), dot(p, sc.xy)); } void main() { const int NUM_TAPS = 12; float max_siz = 1.0; vec2 fTaps_Poisson[NUM_TAPS]; fTaps_Poisson[0] = vec2(-.326, -.406); fTaps_Poisson[1] = vec2(-.840, -.074); fTaps_Poisson[2] = vec2(-.696, .457); fTaps_Poisson[3] = vec2(-.203, .621); fTaps_Poisson[4] = vec2( .962, -.195); fTaps_Poisson[5] = vec2( .473, -.480); fTaps_Poisson[6] = vec2( .519, .767); fTaps_Poisson[7] = vec2( .185, -.893); fTaps_Poisson[8] = vec2( .507, .064); fTaps_Poisson[9] = vec2( .896, .412); fTaps_Poisson[10] = vec2(-.322, -.933); fTaps_Poisson[11] = vec2(-.792, -.598); vec4 sum = vec4(0); float rnd = 6.28 * nrand(UV + fract(iGlobalTime)); vec4 basis = vec4(rot2d(vec2(1,0), rnd), rot2d(vec2(0,1), rnd)); for (int i=0; i<NUM_TAPS; i++) { vec2 ofs = fTaps_Poisson[i]; ofs = vec2(dot(ofs, basis.xz), dot(ofs, basis.yw)); vec2 texcoord = UV + max_siz * ofs / vec2(64.0,48.0); sum += texture(downsampledTex, texcoord, -10.0); } vec3 bloom_c = (sum / vec4(NUM_TAPS)).rgb; //bloom_c = vec3(bloom_c.r*bloom_c.r, bloom_c.g*bloom_c.g, bloom_c.b*bloom_c.b); //bloom_c = vec3(bloom_c.r*bloom_c.r, bloom_c.g*bloom_c.g, bloom_c.b*bloom_c.b); bloom_c = max(bloom_c - 0.25, vec3(0,0,0)); color = texture(screenTex, UV).rgb + bloom_c; }