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o3de/Gems/EMotionFX/Assets/Editor/Shaders/HBloom.glsl

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GLSL

uniform sampler2D inputMap;
uniform vec2 inputSize;
uniform float sigma = 10.0;
uniform vec2 direction = vec2( 1.0, 0.0);
uniform float level = 0.0; //level to take the texture sample from
uniform float bloomIntensity= 0.80;
void main()
{
vec2 size = inputSize; //vec2( textureSize2D( inputMap, 0));
vec2 offset = exp2(level) / size;
// compute the radius across the kernel
int radius = int( floor(3.0*sigma) - 1.0);
// precompute factors used every iteration
float sigmaSqx2 = sigma * sigma * 2.0;
float sigmaxSqrt2PI = sqrt(2.0 * 3.1415926) * sigma;
// separable Gaussian
vec4 accum = vec4(0.0);
for (int ii=-radius; ii<= radius; ii++)
{
float r = float(ii);
float factor = pow( 2.71828, -(r*r) / sigmaSqx2 ) / sigmaxSqrt2PI;
accum += factor * texture2D( inputMap, gl_TexCoord[0].xy + r * direction * offset);
}
gl_FragColor = accum * bloomIntensity;
}