forked from 0ad/0ad
41 lines
888 B
GLSL
41 lines
888 B
GLSL
#version 110
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varying vec2 v_tex;
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uniform sampler2D renderedTex;
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uniform vec2 texSize;
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void main()
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{
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#if BLOOM_NOP
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gl_FragColor = texture2D(renderedTex, v_tex);
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gl_FragColor.a = 1.0;
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#endif
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#if BLOOM_PASS_H
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vec4 colour = vec4(0.0);
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vec2 v_tex_offs = vec2(v_tex.x - 0.01, v_tex.y);
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for (int i = 0; i < 6; ++i)
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{
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colour += texture2D(renderedTex, v_tex_offs);
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v_tex_offs += vec2(0.004, 0.0);
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}
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gl_FragColor.rgb = colour.rgb / 6.0;
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gl_FragColor.a = 1.0;
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#endif
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#if BLOOM_PASS_V
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vec4 colour = vec4(0.0);
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vec2 v_tex_offs = vec2(v_tex.x, v_tex.y - 0.01);
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for (int i = 0; i < 6; ++i)
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{
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colour += texture2D(renderedTex, v_tex_offs);
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v_tex_offs += vec2(0.0, 0.004);
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}
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gl_FragColor.rgb = colour.rgb / 6.0;
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gl_FragColor.a = 1.0;
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#endif
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} |