Redesigned bloom shader to work on RPI
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c604b53f78
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9e8232d750
4 changed files with 62 additions and 54 deletions
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@ -8,30 +8,32 @@ varying vec4 fragColor;
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// Input uniform values
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// Input uniform values
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uniform sampler2D texture0;
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uniform sampler2D texture0;
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uniform vec4 fragTintColor;
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uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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// NOTE: Add here your custom variables
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const vec2 size = vec2(800, 450); // render size
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const float samples = 5.0; // pixels per axis; higher = bigger glow, worse performance
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const float quality = 2.5; // lower = smaller glow, better quality
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void main()
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void main()
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{
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{
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vec4 sum = vec4(0);
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vec4 sum = vec4(0);
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vec4 tc = vec4(0);
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vec2 sizeFactor = vec2(1)/size*quality;
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for (int i = -4; i < 4; i++)
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// Texel color fetching from texture sampler
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vec4 source = texture2D(texture0, fragTexCoord);
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const int range = 2; // should be = (samples - 1)/2;
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for (int x = -range; x <= range; x++)
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{
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{
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for (int j = -3; j < 3; j++)
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for (int y = -range; y <= range; y++)
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{
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{
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sum += texture2D(texture0, fragTexCoord + vec2(j, i)*0.004) * 0.25;
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sum += texture2D(texture0, fragTexCoord + vec2(x, y)*sizeFactor);
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}
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}
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}
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}
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// Texel color fetching from texture sampler
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vec4 texelColor = texture2D(texture0, fragTexCoord);
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// Calculate final fragment color
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// Calculate final fragment color
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if (texelColor.r < 0.3) tc = sum*sum*0.012 + texelColor;
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gl_FragColor = ((sum/(samples*samples)) + source)*colDiffuse;
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else if (texelColor.r < 0.5) tc = sum*sum*0.009 + texelColor;
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else tc = sum*sum*0.0075 + texelColor;
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gl_FragColor = tc;
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}
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}
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@ -6,33 +6,35 @@ in vec4 fragColor;
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// Input uniform values
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// Input uniform values
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uniform sampler2D texture0;
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uniform sampler2D texture0;
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uniform vec4 fragTintColor;
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uniform vec4 colDiffuse;
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// Output fragment color
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// Output fragment color
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out vec4 finalColor;
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out vec4 finalColor;
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// NOTE: Add here your custom variables
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// NOTE: Add here your custom variables
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const vec2 size = vec2(800, 450); // render size
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const float samples = 5.0; // pixels per axis; higher = bigger glow, worse performance
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const float quality = 2.5; // lower = smaller glow, better quality
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void main()
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void main()
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{
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{
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vec4 sum = vec4(0);
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vec4 sum = vec4(0);
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vec4 tc = vec4(0);
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vec2 sizeFactor = vec2(1)/size*quality;
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for (int i = -4; i < 4; i++)
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// Texel color fetching from texture sampler
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vec4 source = texture(texture0, fragTexCoord);
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const int range = 2; // should be = (samples - 1)/2;
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for (int x = -range; x <= range; x++)
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{
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{
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for (int j = -3; j < 3; j++)
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for (int y = -range; y <= range; y++)
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{
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{
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sum += texture(texture0, fragTexCoord + vec2(j, i)*0.004)*0.25;
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sum += texture(texture0, fragTexCoord + vec2(x, y)*sizeFactor);
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}
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}
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}
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}
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// Texel color fetching from texture sampler
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vec4 texelColor = texture(texture0, fragTexCoord);
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// Calculate final fragment color
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if (texelColor.r < 0.3) tc = sum*sum*0.012 + texelColor;
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else if (texelColor.r < 0.5) tc = sum*sum*0.009 + texelColor;
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else tc = sum*sum*0.0075 + texelColor;
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finalColor = tc;
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// Calculate final fragment color
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finalColor = ((sum/(samples*samples)) + source)*colDiffuse;
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}
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}
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@ -12,26 +12,28 @@ uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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// NOTE: Add here your custom variables
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const vec2 size = vec2(800, 450); // render size
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const float samples = 5.0; // pixels per axis; higher = bigger glow, worse performance
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const float quality = 2.5; // lower = smaller glow, better quality
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void main()
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void main()
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{
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{
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vec4 sum = vec4(0);
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vec4 sum = vec4(0);
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vec4 tc = vec4(0);
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vec2 sizeFactor = vec2(1)/size*quality;
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for (int i = -4; i < 4; i++)
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// Texel color fetching from texture sampler
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vec4 source = texture2D(texture0, fragTexCoord);
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const int range = 2; // should be = (samples - 1)/2;
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for (int x = -range; x <= range; x++)
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{
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{
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for (int j = -3; j < 3; j++)
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for (int y = -range; y <= range; y++)
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{
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{
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sum += texture2D(texture0, fragTexCoord + vec2(j, i)*0.004) * 0.25;
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sum += texture2D(texture0, fragTexCoord + vec2(x, y)*sizeFactor);
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}
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}
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}
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}
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// Texel color fetching from texture sampler
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vec4 texelColor = texture2D(texture0, fragTexCoord);
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// Calculate final fragment color
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// Calculate final fragment color
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if (texelColor.r < 0.3) tc = sum*sum*0.012 + texelColor;
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gl_FragColor = ((sum/(samples*samples)) + source)*colDiffuse;
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else if (texelColor.r < 0.5) tc = sum*sum*0.009 + texelColor;
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else tc = sum*sum*0.0075 + texelColor;
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gl_FragColor = tc;
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}
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}
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@ -13,26 +13,28 @@ out vec4 finalColor;
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// NOTE: Add here your custom variables
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// NOTE: Add here your custom variables
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const vec2 size = vec2(800, 450); // render size
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const float samples = 5.0; // pixels per axis; higher = bigger glow, worse performance
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const float quality = 2.5; // lower = smaller glow, better quality
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void main()
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void main()
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{
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{
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vec4 sum = vec4(0);
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vec4 sum = vec4(0);
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vec4 tc = vec4(0);
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vec2 sizeFactor = vec2(1)/size*quality;
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for (int i = -4; i < 4; i++)
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// Texel color fetching from texture sampler
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vec4 source = texture(texture0, fragTexCoord);
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const int range = 2; // should be = (samples - 1)/2;
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for (int x = -range; x <= range; x++)
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{
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{
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for (int j = -3; j < 3; j++)
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for (int y = -range; y <= range; y++)
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{
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{
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sum += texture(texture0, fragTexCoord + vec2(j, i)*0.004)*0.25;
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sum += texture(texture0, fragTexCoord + vec2(x, y)*sizeFactor);
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}
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}
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}
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}
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// Texel color fetching from texture sampler
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vec4 texelColor = texture(texture0, fragTexCoord);
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// Calculate final fragment color
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if (texelColor.r < 0.3) tc = sum*sum*0.012 + texelColor;
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else if (texelColor.r < 0.5) tc = sum*sum*0.009 + texelColor;
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else tc = sum*sum*0.0075 + texelColor;
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finalColor = tc;
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// Calculate final fragment color
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finalColor = ((sum/(samples*samples)) + source)*colDiffuse;
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}
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}
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