source:
data/branches/Shader_HS18/programs/OLD/hdr_bloom.glsl
@
12373
Last change on this file since 12373 was 12083, checked in by wiesep, 6 years ago | |
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File size: 445 bytes |
Rev | Line | |
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[12083] | 1 | uniform sampler2D inRTT; |
2 | ||
3 | uniform vec4 sampleOffsets[15]; | |
4 | uniform vec4 sampleWeights[15]; | |
5 | ||
6 | varying vec2 uv; | |
7 | ||
8 | void main(void) | |
9 | { | |
10 | vec4 accum = vec4(0.0, 0.0, 0.0, 1.0); | |
11 | vec2 sampleUV; | |
12 | ||
13 | for( int i = 0; i < 15; i++ ) | |
14 | { | |
15 | // Sample from adjacent points, 7 each side and central | |
16 | sampleUV = uv + sampleOffsets[i].xy; | |
17 | accum += sampleWeights[i] * texture2D(inRTT, sampleUV); | |
18 | } | |
19 | ||
20 | gl_FragColor = accum; | |
21 | ||
22 | } |
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