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- uniform sampler2D samp9;
- out vec4 ocol0;
- in vec2 uv0;
- uniform vec4 resolution;
- void main()
- {
- float4 c_center = texture(samp9, uv0);
- float4 bloom_sum = float4(0.0, 0.0, 0.0, 0.0);
- vec2 pos = uv0 + float2(0.3, 0.3) * resolution.zw;
- float2 radius1 = 1.3 * resolution.zw;
- bloom_sum += texture(samp9, pos + float2(-1.5, -1.5) * radius1);
- bloom_sum += texture(samp9, pos + float2(-2.5, 0) * radius1);
- bloom_sum += texture(samp9, pos + float2(-1.5, 1.5) * radius1);
- bloom_sum += texture(samp9, pos + float2(0, 2.5) * radius1);
- bloom_sum += texture(samp9, pos + float2(1.5, 1.5) * radius1);
- bloom_sum += texture(samp9, pos + float2(2.5, 0) * radius1);
- bloom_sum += texture(samp9, pos + float2(1.5, -1.5) * radius1);
- bloom_sum += texture(samp9, pos + float2(0, -2.5) * radius1);
- float2 radius2 = 4.6 * resolution.zw;
- bloom_sum += texture(samp9, pos + float2(-1.5, -1.5) * radius2);
- bloom_sum += texture(samp9, pos + float2(-2.5, 0) * radius2);
- bloom_sum += texture(samp9, pos + float2(-1.5, 1.5) * radius2);
- bloom_sum += texture(samp9, pos + float2(0, 2.5) * radius2);
- bloom_sum += texture(samp9, pos + float2(1.5, 1.5) * radius2);
- bloom_sum += texture(samp9, pos + float2(2.5, 0) * radius2);
- bloom_sum += texture(samp9, pos + float2(1.5, -1.5) * radius2);
- bloom_sum += texture(samp9, pos + float2(0, -2.5) * radius2);
- bloom_sum *= 0.07;
- bloom_sum -= float4(0.3, 0.3, 0.3, 0.3);
- bloom_sum = max(bloom_sum, float4(0,0,0,0));
- float2 vpos = (uv0 - float2(.5, .5)) * 2;
- float dist = (dot(vpos, vpos));
- dist = 1 - 0.4*dist;
- ocol0 = (c_center * 0.7 + bloom_sum) * dist;
- }
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