minetest/client/shaders/blur_v/opengl_fragment.glsl
x2048 9df79a4b2d
Bloom (#12791)
Adds configurable light exposure control and bloom effect (light bleeding) with client-side settings.
2022-09-29 20:34:05 +02:00

30 lines
747 B
GLSL

#define rendered texture0
uniform sampler2D rendered;
uniform vec2 texelSize0;
uniform mediump float bloomRadius = 3.0;
#ifdef GL_ES
varying mediump vec2 varTexCoord;
#else
centroid varying vec2 varTexCoord;
#endif
void main(void)
{
// kernel distance and linear size
mediump float n = 2. * bloomRadius + 1.;
vec2 uv = varTexCoord.st - vec2(0., bloomRadius * texelSize0.y);
vec4 color = vec4(0.);
mediump float sum = 0.;
for (mediump float i = 0.; i < n; i++) {
mediump float weight = pow(1. - (abs(i / bloomRadius - 1.)), 1.3);
color += texture2D(rendered, uv).rgba * weight;
sum += weight;
uv += vec2(0., texelSize0.y);
}
color /= sum;
gl_FragColor = vec4(color.rgb, 1.0); // force full alpha to avoid holes in the image.
}