axmol/tests/cpp-tests/Source/shaders/example_Bloom.fsh

59 lines
2.4 KiB
GLSL

#version 310 es
precision highp float;
precision highp int;
layout(location = COLOR0) in vec4 v_color;
layout(location = TEXCOORD0) in vec2 v_texCoord;
layout(binding = 0) uniform sampler2D u_tex0;
const float blurSize = 1.0/512.0;
const float intensity = 0.35;
layout(std140) uniform fs_ub {
vec2 resolution;
};
layout(location = SV_Target0) out vec4 FragColor;
void main()
{
vec4 sum = vec4(0);
vec2 texcoord = v_texCoord.xy;
int j;
int i;
//thank you! http://www.gamerendering.com/2008/10/11/gaussian-blur-filter-shader/ for the
//blur tutorial
// blur in y (vertical)
// take nine samples, with the distance blurSize between them
sum += texture(u_tex0, vec2(texcoord.x - 4.0*blurSize, texcoord.y)) * 0.05;
sum += texture(u_tex0, vec2(texcoord.x - 3.0*blurSize, texcoord.y)) * 0.09;
sum += texture(u_tex0, vec2(texcoord.x - 2.0*blurSize, texcoord.y)) * 0.12;
sum += texture(u_tex0, vec2(texcoord.x - blurSize, texcoord.y)) * 0.15;
sum += texture(u_tex0, vec2(texcoord.x, texcoord.y)) * 0.16;
sum += texture(u_tex0, vec2(texcoord.x + blurSize, texcoord.y)) * 0.15;
sum += texture(u_tex0, vec2(texcoord.x + 2.0*blurSize, texcoord.y)) * 0.12;
sum += texture(u_tex0, vec2(texcoord.x + 3.0*blurSize, texcoord.y)) * 0.09;
sum += texture(u_tex0, vec2(texcoord.x + 4.0*blurSize, texcoord.y)) * 0.05;
// blur in y (vertical)
// take nine samples, with the distance blurSize between them
sum += texture(u_tex0, vec2(texcoord.x, texcoord.y - 4.0*blurSize)) * 0.05;
sum += texture(u_tex0, vec2(texcoord.x, texcoord.y - 3.0*blurSize)) * 0.09;
sum += texture(u_tex0, vec2(texcoord.x, texcoord.y - 2.0*blurSize)) * 0.12;
sum += texture(u_tex0, vec2(texcoord.x, texcoord.y - blurSize)) * 0.15;
sum += texture(u_tex0, vec2(texcoord.x, texcoord.y)) * 0.16;
sum += texture(u_tex0, vec2(texcoord.x, texcoord.y + blurSize)) * 0.15;
sum += texture(u_tex0, vec2(texcoord.x, texcoord.y + 2.0*blurSize)) * 0.12;
sum += texture(u_tex0, vec2(texcoord.x, texcoord.y + 3.0*blurSize)) * 0.09;
sum += texture(u_tex0, vec2(texcoord.x, texcoord.y + 4.0*blurSize)) * 0.05;
//increase blur with intensity!
FragColor = sum*intensity + texture(u_tex0, texcoord);
return;
/*if(sin(iGlobalTime) > 0.0)
FragColor = sum * sin(iGlobalTime)+ texture(iChannel0, texcoord);
else
FragColor = sum * -sin(iGlobalTime)+ texture(iChannel0, texcoord);
*/
}