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- #version 100
-
- precision mediump float;
-
- // Input vertex attributes (from vertex shader)
- varying vec2 fragTexCoord;
- varying vec4 fragColor;
-
- // Input uniform values
- uniform sampler2D texture0;
- 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);
- vec2 sizeFactor = vec2(1)/size*quality;
-
- // Texel color fetching from texture sampler
- vec4 source = texture2D(texture0, fragTexCoord);
-
- const int range = 2; // should be = (samples - 1)/2;
-
- for (int x = -range; x <= range; x++)
- {
- for (int y = -range; y <= range; y++)
- {
- sum += texture2D(texture0, fragTexCoord + vec2(x, y)*sizeFactor);
- }
- }
-
- // Calculate final fragment color
- gl_FragColor = ((sum/(samples*samples)) + source)*colDiffuse;
- }
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