source:
data/branches/Shader_HS18/programs/OLD/hdr_bloom.glsl
@
12140
| Last change on this file since 12140 was 12083, checked in by wiesep, 7 years ago | |
|---|---|
| File size: 445 bytes | |
| Line | |
|---|---|
| 1 | uniform sampler2D inRTT; |
| 2 | |
| 3 | uniform vec4 sampleOffsets[15]; |
| 4 | uniform vec4 sampleWeights[15]; |
| 5 | |
| 6 | varying vec2 uv; |
| 7 | |
| 8 | void main(void) |
| 9 | { |
| 10 | vec4 accum = vec4(0.0, 0.0, 0.0, 1.0); |
| 11 | vec2 sampleUV; |
| 12 | |
| 13 | for( int i = 0; i < 15; i++ ) |
| 14 | { |
| 15 | // Sample from adjacent points, 7 each side and central |
| 16 | sampleUV = uv + sampleOffsets[i].xy; |
| 17 | accum += sampleWeights[i] * texture2D(inRTT, sampleUV); |
| 18 | } |
| 19 | |
| 20 | gl_FragColor = accum; |
| 21 | |
| 22 | } |
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