Last change
on this file since 12302 was
12115,
checked in by wiesep, 6 years ago
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Changed folder structure, deletet some unused files and cleaned up code
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File size:
1.5 KB
|
Line | |
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1 | #version 150 |
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2 | |
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3 | uniform sampler2D Input; |
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4 | uniform vec4 blurAmount; |
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5 | |
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6 | in vec2 uv; |
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7 | out vec4 fragColour; |
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8 | |
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9 | void main() |
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10 | { |
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11 | int i; |
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12 | vec4 tmpOutColor; |
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13 | float diffuseGlowFactor; |
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14 | vec2 offsets[4]; |
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15 | /* |
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16 | // hazy blur |
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17 | -1.8, -1.8, |
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18 | -1.8, 1.8, |
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19 | 1.8, -1.8, |
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20 | 1.8, 1.8 |
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21 | */ |
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22 | /* |
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23 | // less-hazy blur |
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24 | -1.0, 2.0, |
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25 | -1.0, -1.0, |
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26 | 1.0, -1.0, |
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27 | 1.0, 1.0 |
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28 | */ |
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29 | /* |
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30 | -0.326212, -0.405805, |
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31 | -0.840144, -0.073580, |
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32 | -0.695914, 0.457137, |
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33 | -0.203345, 0.620716 |
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34 | */ |
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35 | |
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36 | offsets[0] = vec2(-0.3, 0.4); |
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37 | offsets[1] = vec2(-0.3, -0.4); |
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38 | offsets[2] = vec2(0.3, -0.4); |
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39 | offsets[3] = vec2(0.3, 0.4); |
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40 | |
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41 | tmpOutColor = texture( Input, uv ); // UV coords are in image space |
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42 | |
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43 | // calculate glow amount |
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44 | diffuseGlowFactor = 0.0113 * (2.0 - max( tmpOutColor.r, tmpOutColor.g )); |
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45 | |
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46 | // basic blur filter |
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47 | for (i = 0; i < 4; i++) { |
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48 | tmpOutColor += texture( Input, uv + blurAmount.x * diffuseGlowFactor * offsets[i] ); |
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49 | } |
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50 | |
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51 | tmpOutColor *= 0.25; |
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52 | |
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53 | // TIPS (old-skool strikes again!) |
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54 | // Pay attention here! If you use the "out float4 outColor" directly |
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55 | // in your steps while creating the output color (like you remove |
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56 | // the "tmpOutColor" var and just use the "outColor" directly) |
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57 | // your pixel-color output IS CHANGING EACH TIME YOU DO AN ASSIGNMENT TOO! |
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58 | // A temporary variable, instead, acts like a per-pixel double buffer, and |
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59 | // best of all, lead to better performance. |
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60 | fragColour = tmpOutColor; |
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61 | } |
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