#version 120 //downsample 1st pass (half res) for bloom uniform sampler2D colortex5; uniform sampler2D colortex8; uniform vec2 texelSize; uniform float viewWidth; uniform float viewHeight; //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// void main() { /* DRAWBUFFERS:3 */ vec2 resScale = max(vec2(viewWidth,viewHeight),vec2(1920.0,1080.))/vec2(1920.,1080.); vec2 quarterResTC = gl_FragCoord.xy*2.*resScale*texelSize; float emissives = texture2D(colortex8,quarterResTC).a; if(emissives == 1.0) emissives = 0.0; emissives *= 5; //0.5 gl_FragData[0] = texture2D(colortex5,quarterResTC-1.0*vec2(texelSize.x,texelSize.y))/4.*0.5; gl_FragData[0] += texture2D(colortex5,quarterResTC+1.0*vec2(texelSize.x,texelSize.y))/4.*0.5; gl_FragData[0] += texture2D(colortex5,quarterResTC+vec2(-1.0*texelSize.x,1.0*texelSize.y))/4.*0.5; gl_FragData[0] += texture2D(colortex5,quarterResTC+vec2(1.0*texelSize.x,-1.0*texelSize.y))/4.*0.5; //0.25 gl_FragData[0] += texture2D(colortex5,quarterResTC-2.0*vec2(texelSize.x,0.0))/2.*0.125; gl_FragData[0] += texture2D(colortex5,quarterResTC+2.0*vec2(0.0,texelSize.y))/2.*0.125; gl_FragData[0] += texture2D(colortex5,quarterResTC+2.0*vec2(0,-texelSize.y))/2*0.125; gl_FragData[0] += texture2D(colortex5,quarterResTC+2.0*vec2(-texelSize.x,0.0))/2*0.125; //0.125 gl_FragData[0] += texture2D(colortex5,quarterResTC-2.0*vec2(texelSize.x,texelSize.y))/4.*0.125; gl_FragData[0] += texture2D(colortex5,quarterResTC+2.0*vec2(texelSize.x,texelSize.y))/4.*0.125; gl_FragData[0] += texture2D(colortex5,quarterResTC+vec2(-2.0*texelSize.x,2.0*texelSize.y))/4.*0.125; gl_FragData[0] += texture2D(colortex5,quarterResTC+vec2(2.0*texelSize.x,-2.0*texelSize.y))/4.*0.125; //0.125 gl_FragData[0] += texture2D(colortex5,quarterResTC)*0.125; gl_FragData[0].rgb = clamp(gl_FragData[0].rgb,0.0,65000.); // gl_FragData[0].rgb += gl_FragData[0].rgb*emissives; if (quarterResTC.x > 1.0 - 3.5*texelSize.x || quarterResTC.y > 1.0 -3.5*texelSize.y || quarterResTC.x < 3.5*texelSize.x || quarterResTC.y < 3.5*texelSize.y) gl_FragData[0].rgb = vec3(0.0); }