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path: root/shaders/bloom1.fragment
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#version 330 core

in vec2 UV;

out vec3 color;

uniform vec2 offset;
uniform sampler2D inTex;

void main()
{
  color = vec3(0.0);
  color += (5.0/16.0) * texture(inTex, UV - offset).rgb;
  color += (6.0/16.0) * texture(inTex, UV).rgb;
  color += (5.0/16.0) * texture(inTex, UV + offset).rgb;
}
Tex; uniform sampler2D blurTex; uniform float iGlobalTime; float nrand(vec2 n) { return fract(sin(dot(n.xy, vec2(19.9898, 78.233))) * 43758.5453); } void main() { color = vec3(0.0); //color += texture(tex2, UV).rgb / 2.0; color += texture(blurTex, UV).rgb; color = max(vec3(0.0), color - 0.5); //color *= color; //float flicker = 0.5 + nrand(vec2(iGlobalTime)); //flicker *= (flicker); //flicker = sqrt(flicker); //flicker = pow(flicker, 1.0/8.0); //color *= flicker; //color *= mix(vec3(0.0), color, flicker); color += texture(clearTex, UV).rgb; //color = clamp(color, vec3(0.0), vec3(1.0)); }