minetest/client/shaders/blur_h/opengl_fragment.glsl
x2048 579fc93c24
Make bloom shaders compatible with GLES2 (#12834)
Co-authored-by: Muhammad Rifqi Priyo Susanto <muhammadrifqipriyosusanto@gmail.com>
2022-10-04 13:52:56 +01:00

30 lines
741 B
GLSL

#define rendered texture0
uniform sampler2D rendered;
uniform vec2 texelSize0;
uniform mediump float bloomRadius;
#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(bloomRadius * texelSize0.x, 0.);
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(texelSize0.x, 0.);
}
color /= sum;
gl_FragColor = vec4(color.rgb, 1.0); // force full alpha to avoid holes in the image.
}