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Redesigned bloom shader to work on RPI

pull/166/head
raysan5 8 years ago
parent
commit
9e8232d750
4 changed files with 62 additions and 54 deletions
  1. +16
    -14
      examples/resources/shaders/glsl100/bloom.fs
  2. +16
    -14
      examples/resources/shaders/glsl330/bloom.fs
  3. +15
    -13
      shaders/glsl100/bloom.fs
  4. +15
    -13
      shaders/glsl330/bloom.fs

+ 16
- 14
examples/resources/shaders/glsl100/bloom.fs View File

@ -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 nf">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;
}

+ 16
- 14
examples/resources/shaders/glsl330/bloom.fs View File

@ -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 nf">x = -range; x <= range; x++)
{
for (int j = -3; j < 3; j++)
for (int nf">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;
}

+ 15
- 13
shaders/glsl100/bloom.fs View File

@ -12,26 +12,28 @@ 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 nf">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;
}

+ 15
- 13
shaders/glsl330/bloom.fs View File

@ -13,26 +13,28 @@ 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 nf">x = -range; x <= range; x++)
{
for (int j = -3; j < 3; j++)
for (int nf">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;
}

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