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