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Last change
on this file since 12091 was
12091,
checked in by wiesep, 7 years ago
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Updated programs and adjusted Material to work with GLSL>150
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File size:
1.5 KB
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| 1 | #version 150 |
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| 2 | |
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| 3 | uniform sampler2D Input; |
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| 4 | uniform vec4 blurAmount; |
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| 5 | |
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| 6 | in vec2 uv; |
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| 7 | out vec4 fragColour; |
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| 8 | |
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| 9 | void main() |
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| 10 | { |
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| 11 | int i; |
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| 12 | vec4 tmpOutColor; |
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| 13 | float diffuseGlowFactor; |
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| 14 | vec2 offsets[4]; |
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| 15 | /* |
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| 16 | // hazy blur |
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| 17 | -1.8, -1.8, |
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| 18 | -1.8, 1.8, |
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| 19 | 1.8, -1.8, |
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| 20 | 1.8, 1.8 |
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| 21 | */ |
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| 22 | /* |
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| 23 | // less-hazy blur |
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| 24 | -1.0, 2.0, |
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| 25 | -1.0, -1.0, |
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| 26 | 1.0, -1.0, |
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| 27 | 1.0, 1.0 |
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| 28 | */ |
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| 29 | /* |
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| 30 | -0.326212, -0.405805, |
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| 31 | -0.840144, -0.073580, |
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| 32 | -0.695914, 0.457137, |
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| 33 | -0.203345, 0.620716 |
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| 34 | */ |
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| 35 | |
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| 36 | offsets[0] = vec2(-0.3, 0.4); |
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| 37 | offsets[1] = vec2(-0.3, -0.4); |
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| 38 | offsets[2] = vec2(0.3, -0.4); |
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| 39 | offsets[3] = vec2(0.3, 0.4); |
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| 40 | |
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| 41 | tmpOutColor = texture( Input, uv ); // UV coords are in image space |
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| 42 | |
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| 43 | // calculate glow amount |
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| 44 | diffuseGlowFactor = 0.0113 * (2.0 - max( tmpOutColor.r, tmpOutColor.g )); |
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| 45 | |
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| 46 | // basic blur filter |
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| 47 | for (i = 0; i < 4; i++) { |
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| 48 | tmpOutColor += texture( Input, uv + blurAmount.x * diffuseGlowFactor * offsets[i] ); |
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| 49 | } |
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| 50 | |
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| 51 | tmpOutColor *= 0.25; |
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| 52 | |
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| 53 | // TIPS (old-skool strikes again!) |
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| 54 | // Pay attention here! If you use the "out float4 outColor" directly |
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| 55 | // in your steps while creating the output color (like you remove |
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| 56 | // the "tmpOutColor" var and just use the "outColor" directly) |
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| 57 | // your pixel-color output IS CHANGING EACH TIME YOU DO AN ASSIGNMENT TOO! |
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| 58 | // A temporary variable, instead, acts like a per-pixel double buffer, and |
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| 59 | // best of all, lead to better performance. |
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| 60 | fragColour = tmpOutColor; |
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| 61 | } |
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