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@ -6,33 +6,35 @@ in vec4 fragColor; |
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// Input uniform values |
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uniform sampler2D texture0; |
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uniform vec4 fragTintColor; |
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uniform vec4 colDiffuse; |
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// Output fragment color |
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out vec4 finalColor; |
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// NOTE: Add here your custom variables |
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const vec2 size = vec2(800, 450); // render size |
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const float samples = 5.0; // pixels per axis; higher = bigger glow, worse performance |
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const float quality = 2.5; // lower = smaller glow, better quality |
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void main() |
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{ |
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vec4 sum = vec4(0); |
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vec4 tc = vec4(0); |
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vec2 sizeFactor = vec2(1)/size*quality; |
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// Texel color fetching from texture sampler |
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vec4 source = texture(texture0, fragTexCoord); |
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const int range = 2; // should be = (samples - 1)/2; |
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for (int i = -4; i < 4; i++) |
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for (int nf">x = -range; x <= range; x++) |
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{ |
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for (int j = -3; j < 3; j++) |
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for (int nf">y = -range; y <= range; y++) |
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{ |
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sum += texture(texture0, fragTexCoord + vec2(j, i)*0.004)*0.25; |
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sum += texture(texture0, fragTexCoord + vec2(x, y)*sizeFactor); |
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} |
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} |
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// Texel color fetching from texture sampler |
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vec4 texelColor = texture(texture0, fragTexCoord); |
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// Calculate final fragment color |
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if (texelColor.r < 0.3) tc = sum*sum*0.012 + texelColor; |
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else if (texelColor.r < 0.5) tc = sum*sum*0.009 + texelColor; |
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else tc = sum*sum*0.0075 + texelColor; |
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finalColor = tc; |
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// Calculate final fragment color |
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finalColor = ((sum/(samples*samples)) + source)*colDiffuse; |
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} |