Files
qad/qglview/shaders/bloom_pass_1.frag

56 lines
2.4 KiB
GLSL

#version 150
uniform sampler2D t0;
uniform int radius = 2;
uniform vec2 dt;
void main(void) {
vec2 tc = qgl_FragTexture.xy;
float r = float(radius);
int o = radius, o2 = radius * 2;
vec3 scol = (texture(t0, tc).rgb * 3. +
texture(t0, tc + dt * vec2( o, 0 )).rgb * 2. +
texture(t0, tc + dt * vec2( 0, o )).rgb * 2. +
texture(t0, tc + dt * vec2( -o, 0 )).rgb * 2. +
texture(t0, tc + dt * vec2( 0, -o)).rgb * 2. +
texture(t0, tc + dt * vec2( o, o )).rgb * 1.5 +
texture(t0, tc + dt * vec2( o, -o)).rgb * 1.5 +
texture(t0, tc + dt * vec2( -o, -o )).rgb * 1.5 +
texture(t0, tc + dt * vec2( -o, o )).rgb * 1.5 +
texture(t0, tc + dt * vec2( o2, 0 )).rgb +
texture(t0, tc + dt * vec2( 0, o2)).rgb +
texture(t0, tc + dt * vec2(-o2, 0 )).rgb +
texture(t0, tc + dt * vec2( 0, -o2)).rgb +
texture(t0, tc + dt * vec2( o2, o )).rgb +
texture(t0, tc + dt * vec2( o2, -o)).rgb +
texture(t0, tc + dt * vec2(-o2, -o )).rgb +
texture(t0, tc + dt * vec2(-o2, o )).rgb +
texture(t0, tc + dt * vec2( o, o2)).rgb +
texture(t0, tc + dt * vec2( o, -o2)).rgb +
texture(t0, tc + dt * vec2( -o, -o2)).rgb +
texture(t0, tc + dt * vec2( -o, o2)).rgb) / 29.;
/*vec3 scol = (texelFetch(t0, tc, 0).rgb * 3. +
texelFetch(t0, tc + ivec2( o, 0 ), 0).rgb * 2. +
texelFetch(t0, tc + ivec2( 0, o ), 0).rgb * 2. +
texelFetch(t0, tc + ivec2( -o, 0 ), 0).rgb * 2. +
texelFetch(t0, tc + ivec2( 0, -o), 0).rgb * 2. +
texelFetch(t0, tc + ivec2( o, o ), 0).rgb * 1.5 +
texelFetch(t0, tc + ivec2( o, -o), 0).rgb * 1.5 +
texelFetch(t0, tc + ivec2( -o, -o ), 0).rgb * 1.5 +
texelFetch(t0, tc + ivec2( -o, o ), 0).rgb * 1.5 +
texelFetch(t0, tc + ivec2( o2, 0 ), 0).rgb +
texelFetch(t0, tc + ivec2( 0, o2), 0).rgb +
texelFetch(t0, tc + ivec2(-o2, 0 ), 0).rgb +
texelFetch(t0, tc + ivec2( 0, -o2), 0).rgb +
texelFetch(t0, tc + ivec2( o2, o ), 0).rgb +
texelFetch(t0, tc + ivec2( o2, -o), 0).rgb +
texelFetch(t0, tc + ivec2(-o2, -o ), 0).rgb +
texelFetch(t0, tc + ivec2(-o2, o ), 0).rgb +
texelFetch(t0, tc + ivec2( o, o2), 0).rgb +
texelFetch(t0, tc + ivec2( o, -o2), 0).rgb +
texelFetch(t0, tc + ivec2( -o, -o2), 0).rgb +
texelFetch(t0, tc + ivec2( -o, o2), 0).rgb) / 29.;*/
qgl_FragData[0].rgb = scol;
//qgl_FragData[0].rgb = vec3(r/10.);
}