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#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;
}
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