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authorraysan5 <raysan5@gmail.com>2016-07-25 19:44:21 +0200
committerraysan5 <raysan5@gmail.com>2016-07-25 19:44:21 +0200
commit9e8232d7503e686f49e55eb388c0e8670e247277 (patch)
treebe6b441d37de6c5829c6287dd92e5a303497b243 /examples
parentc604b53f78adc2c96d5f0ee6cd1becb3429c778a (diff)
downloadraylib-9e8232d7503e686f49e55eb388c0e8670e247277.tar.gz
raylib-9e8232d7503e686f49e55eb388c0e8670e247277.zip
Redesigned bloom shader to work on RPI
Diffstat (limited to 'examples')
-rw-r--r--examples/resources/shaders/glsl100/bloom.fs30
-rw-r--r--examples/resources/shaders/glsl330/bloom.fs30
2 files changed, 32 insertions, 28 deletions
diff --git a/examples/resources/shaders/glsl100/bloom.fs b/examples/resources/shaders/glsl100/bloom.fs
index 128736f2..a8e1d20f 100644
--- a/examples/resources/shaders/glsl100/bloom.fs
+++ b/examples/resources/shaders/glsl100/bloom.fs
@@ -8,30 +8,32 @@ varying vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
-uniform vec4 fragTintColor;
+uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
+const vec2 size = vec2(800, 450); // render size
+const float samples = 5.0; // pixels per axis; higher = bigger glow, worse performance
+const float quality = 2.5; // lower = smaller glow, better quality
+
void main()
{
vec4 sum = vec4(0);
- vec4 tc = vec4(0);
+ vec2 sizeFactor = vec2(1)/size*quality;
+
+ // Texel color fetching from texture sampler
+ vec4 source = texture2D(texture0, fragTexCoord);
- for (int i = -4; i < 4; i++)
+ const int range = 2; // should be = (samples - 1)/2;
+
+ for (int x = -range; x <= range; x++)
{
- for (int j = -3; j < 3; j++)
+ for (int y = -range; y <= range; y++)
{
- sum += texture2D(texture0, fragTexCoord + vec2(j, i)*0.004) * 0.25;
+ sum += texture2D(texture0, fragTexCoord + vec2(x, y)*sizeFactor);
}
}
-
- // Texel color fetching from texture sampler
- vec4 texelColor = texture2D(texture0, fragTexCoord);
-
+
// Calculate final fragment color
- if (texelColor.r < 0.3) tc = sum*sum*0.012 + texelColor;
- else if (texelColor.r < 0.5) tc = sum*sum*0.009 + texelColor;
- else tc = sum*sum*0.0075 + texelColor;
-
- gl_FragColor = tc;
+ gl_FragColor = ((sum/(samples*samples)) + source)*colDiffuse;
} \ No newline at end of file
diff --git a/examples/resources/shaders/glsl330/bloom.fs b/examples/resources/shaders/glsl330/bloom.fs
index 0307bc06..333d5b05 100644
--- a/examples/resources/shaders/glsl330/bloom.fs
+++ b/examples/resources/shaders/glsl330/bloom.fs
@@ -6,33 +6,35 @@ in vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
-uniform vec4 fragTintColor;
+uniform vec4 colDiffuse;
// Output fragment color
out vec4 finalColor;
// NOTE: Add here your custom variables
+const vec2 size = vec2(800, 450); // render size
+const float samples = 5.0; // pixels per axis; higher = bigger glow, worse performance
+const float quality = 2.5; // lower = smaller glow, better quality
+
void main()
{
vec4 sum = vec4(0);
- vec4 tc = vec4(0);
+ vec2 sizeFactor = vec2(1)/size*quality;
+
+ // Texel color fetching from texture sampler
+ vec4 source = texture(texture0, fragTexCoord);
+
+ const int range = 2; // should be = (samples - 1)/2;
- for (int i = -4; i < 4; i++)
+ for (int x = -range; x <= range; x++)
{
- for (int j = -3; j < 3; j++)
+ for (int y = -range; y <= range; y++)
{
- sum += texture(texture0, fragTexCoord + vec2(j, i)*0.004)*0.25;
+ sum += texture(texture0, fragTexCoord + vec2(x, y)*sizeFactor);
}
}
-
- // Texel color fetching from texture sampler
- vec4 texelColor = texture(texture0, fragTexCoord);
-
- // Calculate final fragment color
- if (texelColor.r < 0.3) tc = sum*sum*0.012 + texelColor;
- else if (texelColor.r < 0.5) tc = sum*sum*0.009 + texelColor;
- else tc = sum*sum*0.0075 + texelColor;
- finalColor = tc;
+ // Calculate final fragment color
+ finalColor = ((sum/(samples*samples)) + source)*colDiffuse;
} \ No newline at end of file