#version 120 #include "/lib/settings.glsl" //Merge and upsample the blurs into a 1/4 res bloom buffer #include "/lib/res_params.glsl" uniform sampler2D colortex3; uniform sampler2D colortex6; uniform vec2 texelSize; uniform float viewWidth; uniform float viewHeight; float w0(float a) { return (1.0/6.0)*(a*(a*(-a + 3.0) - 3.0) + 1.0); } float w1(float a) { return (1.0/6.0)*(a*a*(3.0*a - 6.0) + 4.0); } float w2(float a) { return (1.0/6.0)*(a*(a*(-3.0*a + 3.0) + 3.0) + 1.0); } float w3(float a) { return (1.0/6.0)*(a*a*a); } float g0(float a) { return w0(a) + w1(a); } float g1(float a) { return w2(a) + w3(a); } float h0(float a) { return -1.0 + w1(a) / (w0(a) + w1(a)); } float h1(float a) { return 1.0 + w3(a) / (w2(a) + w3(a)); } vec4 texture2D_bicubic(sampler2D tex, vec2 uv) { vec4 texelSize = vec4(texelSize,1.0/texelSize); uv = uv*texelSize.zw; vec2 iuv = floor( uv ); vec2 fuv = fract( uv ); float g0x = g0(fuv.x); float g1x = g1(fuv.x); float h0x = h0(fuv.x); float h1x = h1(fuv.x); float h0y = h0(fuv.y); float h1y = h1(fuv.y); vec2 p0 = (vec2(iuv.x + h0x, iuv.y + h0y) - 0.5) * texelSize.xy; vec2 p1 = (vec2(iuv.x + h1x, iuv.y + h0y) - 0.5) * texelSize.xy; vec2 p2 = (vec2(iuv.x + h0x, iuv.y + h1y) - 0.5) * texelSize.xy; vec2 p3 = (vec2(iuv.x + h1x, iuv.y + h1y) - 0.5) * texelSize.xy; return g0(fuv.y) * (g0x * texture2D(tex, p0) + g1x * texture2D(tex, p1)) + g1(fuv.y) * (g0x * texture2D(tex, p2) + g1x * texture2D(tex, p3)); } //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// void main() { /* DRAWBUFFERS:3 */ vec2 resScale = vec2(1920.,1080.)/(max(vec2(viewWidth,viewHeight),vec2(1920.0,1080.))/BLOOM_QUALITY); vec2 texcoord = ((gl_FragCoord.xy)*2.+0.5)*texelSize; vec3 bloom = texture2D_bicubic(colortex3,texcoord/2.0).rgb; //1/4 res bloom += texture2D_bicubic(colortex6,texcoord/4.).rgb; //1/8 res bloom += texture2D_bicubic(colortex6,texcoord/8.+vec2(0.25*resScale.x+2.5*texelSize.x,.0)).rgb; //1/16 res bloom += texture2D_bicubic(colortex6,texcoord/16.+vec2(0.375*resScale.x+4.5*texelSize.x,.0)).rgb; //1/32 res bloom += texture2D_bicubic(colortex6,texcoord/32.+vec2(0.4375*resScale.x+6.5*texelSize.x,.0)).rgb*1.0; //1/64 res bloom += texture2D_bicubic(colortex6,texcoord/64.+vec2(0.46875*resScale.x+8.5*texelSize.x,.0)).rgb*1.0; //1/128 res bloom += texture2D_bicubic(colortex6,texcoord/128.+vec2(0.484375*resScale.x+10.5*texelSize.x,.0)).rgb*1.0; //1/256 res //bloom = texture2D_bicubic(colortex6,texcoord).rgb*6.; //1/8 res gl_FragData[0].rgb = bloom*2.; gl_FragData[0].rgb = clamp(gl_FragData[0].rgb,0.0,65000.); }