From 9e8232d7503e686f49e55eb388c0e8670e247277 Mon Sep 17 00:00:00 2001 From: raysan5 Date: Mon, 25 Jul 2016 19:44:21 +0200 Subject: [PATCH] Redesigned bloom shader to work on RPI --- examples/resources/shaders/glsl100/bloom.fs | 30 +++++++++++---------- examples/resources/shaders/glsl330/bloom.fs | 30 +++++++++++---------- shaders/glsl100/bloom.fs | 28 ++++++++++--------- shaders/glsl330/bloom.fs | 28 ++++++++++--------- 4 files changed, 62 insertions(+), 54 deletions(-) diff --git a/examples/resources/shaders/glsl100/bloom.fs b/examples/resources/shaders/glsl100/bloom.fs index 128736f22..a8e1d20f7 100644 --- a/examples/resources/shaders/glsl100/bloom.fs +++ b/examples/resources/shaders/glsl100/bloom.fs @@ -8,30 +8,32 @@ varying vec4 fragColor; // Input uniform values uniform sampler2D texture0; -uniform vec4 fragTintColor; +uniform vec4 colDiffuse; // NOTE: Add here your custom variables +const vec2 size = vec2(800, 450); // render size +const float samples = 5.0; // pixels per axis; higher = bigger glow, worse performance +const float quality = 2.5; // lower = smaller glow, better quality + void main() { vec4 sum = vec4(0); - vec4 tc = vec4(0); + vec2 sizeFactor = vec2(1)/size*quality; - for (int i = -4; i < 4; i++) + // Texel color fetching from texture sampler + vec4 source = texture2D(texture0, fragTexCoord); + + const int range = 2; // should be = (samples - 1)/2; + + for (int x = -range; x <= range; x++) { - for (int j = -3; j < 3; j++) + for (int y = -range; y <= range; y++) { - sum += texture2D(texture0, fragTexCoord + vec2(j, i)*0.004) * 0.25; + sum += texture2D(texture0, fragTexCoord + vec2(x, y)*sizeFactor); } } - - // Texel color fetching from texture sampler - vec4 texelColor = texture2D(texture0, fragTexCoord); - + // Calculate final fragment color - if (texelColor.r < 0.3) tc = sum*sum*0.012 + texelColor; - else if (texelColor.r < 0.5) tc = sum*sum*0.009 + texelColor; - else tc = sum*sum*0.0075 + texelColor; - - gl_FragColor = tc; + gl_FragColor = ((sum/(samples*samples)) + source)*colDiffuse; } \ No newline at end of file diff --git a/examples/resources/shaders/glsl330/bloom.fs b/examples/resources/shaders/glsl330/bloom.fs index 0307bc06e..333d5b059 100644 --- a/examples/resources/shaders/glsl330/bloom.fs +++ b/examples/resources/shaders/glsl330/bloom.fs @@ -6,33 +6,35 @@ in vec4 fragColor; // Input uniform values uniform sampler2D texture0; -uniform vec4 fragTintColor; +uniform vec4 colDiffuse; // Output fragment color out vec4 finalColor; // NOTE: Add here your custom variables +const vec2 size = vec2(800, 450); // render size +const float samples = 5.0; // pixels per axis; higher = bigger glow, worse performance +const float quality = 2.5; // lower = smaller glow, better quality + void main() { vec4 sum = vec4(0); - vec4 tc = vec4(0); + vec2 sizeFactor = vec2(1)/size*quality; - for (int i = -4; i < 4; i++) + // Texel color fetching from texture sampler + vec4 source = texture(texture0, fragTexCoord); + + const int range = 2; // should be = (samples - 1)/2; + + for (int x = -range; x <= range; x++) { - for (int j = -3; j < 3; j++) + for (int y = -range; y <= range; y++) { - sum += texture(texture0, fragTexCoord + vec2(j, i)*0.004)*0.25; + sum += texture(texture0, fragTexCoord + vec2(x, y)*sizeFactor); } } - - // Texel color fetching from texture sampler - vec4 texelColor = texture(texture0, fragTexCoord); - - // Calculate final fragment color - if (texelColor.r < 0.3) tc = sum*sum*0.012 + texelColor; - else if (texelColor.r < 0.5) tc = sum*sum*0.009 + texelColor; - else tc = sum*sum*0.0075 + texelColor; - finalColor = tc; + // Calculate final fragment color + finalColor = ((sum/(samples*samples)) + source)*colDiffuse; } \ No newline at end of file diff --git a/shaders/glsl100/bloom.fs b/shaders/glsl100/bloom.fs index 82278fc38..a8e1d20f7 100644 --- a/shaders/glsl100/bloom.fs +++ b/shaders/glsl100/bloom.fs @@ -12,26 +12,28 @@ uniform vec4 colDiffuse; // NOTE: Add here your custom variables +const vec2 size = vec2(800, 450); // render size +const float samples = 5.0; // pixels per axis; higher = bigger glow, worse performance +const float quality = 2.5; // lower = smaller glow, better quality + void main() { vec4 sum = vec4(0); - vec4 tc = vec4(0); + vec2 sizeFactor = vec2(1)/size*quality; - for (int i = -4; i < 4; i++) + // Texel color fetching from texture sampler + vec4 source = texture2D(texture0, fragTexCoord); + + const int range = 2; // should be = (samples - 1)/2; + + for (int x = -range; x <= range; x++) { - for (int j = -3; j < 3; j++) + for (int y = -range; y <= range; y++) { - sum += texture2D(texture0, fragTexCoord + vec2(j, i)*0.004) * 0.25; + sum += texture2D(texture0, fragTexCoord + vec2(x, y)*sizeFactor); } } - - // Texel color fetching from texture sampler - vec4 texelColor = texture2D(texture0, fragTexCoord); - + // Calculate final fragment color - if (texelColor.r < 0.3) tc = sum*sum*0.012 + texelColor; - else if (texelColor.r < 0.5) tc = sum*sum*0.009 + texelColor; - else tc = sum*sum*0.0075 + texelColor; - - gl_FragColor = tc; + gl_FragColor = ((sum/(samples*samples)) + source)*colDiffuse; } \ No newline at end of file diff --git a/shaders/glsl330/bloom.fs b/shaders/glsl330/bloom.fs index 102e66052..333d5b059 100644 --- a/shaders/glsl330/bloom.fs +++ b/shaders/glsl330/bloom.fs @@ -13,26 +13,28 @@ out vec4 finalColor; // NOTE: Add here your custom variables +const vec2 size = vec2(800, 450); // render size +const float samples = 5.0; // pixels per axis; higher = bigger glow, worse performance +const float quality = 2.5; // lower = smaller glow, better quality + void main() { vec4 sum = vec4(0); - vec4 tc = vec4(0); + vec2 sizeFactor = vec2(1)/size*quality; - for (int i = -4; i < 4; i++) + // Texel color fetching from texture sampler + vec4 source = texture(texture0, fragTexCoord); + + const int range = 2; // should be = (samples - 1)/2; + + for (int x = -range; x <= range; x++) { - for (int j = -3; j < 3; j++) + for (int y = -range; y <= range; y++) { - sum += texture(texture0, fragTexCoord + vec2(j, i)*0.004)*0.25; + sum += texture(texture0, fragTexCoord + vec2(x, y)*sizeFactor); } } - - // Texel color fetching from texture sampler - vec4 texelColor = texture(texture0, fragTexCoord); - - // Calculate final fragment color - if (texelColor.r < 0.3) tc = sum*sum*0.012 + texelColor; - else if (texelColor.r < 0.5) tc = sum*sum*0.009 + texelColor; - else tc = sum*sum*0.0075 + texelColor; - finalColor = tc; + // Calculate final fragment color + finalColor = ((sum/(samples*samples)) + source)*colDiffuse; } \ No newline at end of file