2016-04-01 01:48:18 +02:00
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#version 450
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#ifdef GL_ES
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precision mediump float;
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#endif
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2016-07-18 20:28:52 +02:00
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#include "../compiled.glsl"
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2016-10-17 17:39:40 +02:00
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//const float bloomTreshold = 3.0;
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2016-07-18 20:28:52 +02:00
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2016-04-01 01:48:18 +02:00
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uniform sampler2D tex;
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2016-10-21 19:36:08 +02:00
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uniform vec2 texStep;
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2016-04-01 01:48:18 +02:00
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in vec2 texCoord;
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2016-10-12 17:52:27 +02:00
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out vec4 fragColor;
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2016-04-01 01:48:18 +02:00
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void main() {
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2016-10-21 19:36:08 +02:00
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// vec4 col = texture(tex, texCoord);
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vec4 col = vec4(0.0);
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col += texture(tex, vec2(texCoord.x - texStep.x * 1.5, texCoord.y));
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col += texture(tex, vec2(texCoord.x + texStep.x * 1.5, texCoord.y));
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col += texture(tex, vec2(texCoord.x, texCoord.y - texStep.y * 1.5));
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col += texture(tex, vec2(texCoord.x, texCoord.y + texStep.y * 1.5));
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col /= 4.0;
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2016-06-03 17:18:38 +02:00
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float brightness = dot(col.rgb, vec3(0.2126, 0.7152, 0.0722));
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2016-07-18 20:28:52 +02:00
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if (brightness > bloomTreshold) {
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2016-10-12 17:52:27 +02:00
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fragColor.rgb = vec3(col.rgb);
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2016-06-03 17:18:38 +02:00
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return;
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}
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2016-10-12 17:52:27 +02:00
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fragColor.rgb = vec3(0.0);
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2016-04-01 01:48:18 +02:00
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}
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