diff options
Diffstat (limited to 'shaders/glsl330/bloom.fs')
| -rw-r--r-- | shaders/glsl330/bloom.fs | 34 |
1 files changed, 15 insertions, 19 deletions
diff --git a/shaders/glsl330/bloom.fs b/shaders/glsl330/bloom.fs index 34b6295c..0307bc06 100644 --- a/shaders/glsl330/bloom.fs +++ b/shaders/glsl330/bloom.fs @@ -1,12 +1,16 @@ #version 330 +// Input vertex attributes (from vertex shader) in vec2 fragTexCoord; +in vec4 fragColor; -out vec4 fragColor; - +// Input uniform values uniform sampler2D texture0; uniform vec4 fragTintColor; +// Output fragment color +out vec4 finalColor; + // NOTE: Add here your custom variables void main() @@ -18,25 +22,17 @@ void main() { for (int j = -3; j < 3; j++) { - sum += texture(texture0, fragTexCoord + vec2(j, i)*0.004) * 0.25; + sum += texture(texture0, fragTexCoord + vec2(j, i)*0.004)*0.25; } } - if (texture(texture0, fragTexCoord).r < 0.3) - { - tc = sum*sum*0.012 + texture(texture0, fragTexCoord); - } - else - { - if (texture(texture0, fragTexCoord).r < 0.5) - { - tc = sum*sum*0.009 + texture(texture0, fragTexCoord); - } - else - { - tc = sum*sum*0.0075 + texture(texture0, fragTexCoord); - } - } + // Texel color fetching from texture sampler + vec4 texelColor = texture(texture0, fragTexCoord); - fragColor = tc; + // 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; }
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