Bliss-Shader/shaders/composite6.fsh
2023-07-07 13:56:38 +01:00

51 lines
2.0 KiB
GLSL

#version 120
//downsample 1st pass (half res) for bloom
#include "/lib/settings.glsl"
uniform sampler2D colortex5;
// uniform sampler2D colortex8;
uniform vec2 texelSize;
uniform float viewWidth;
uniform float viewHeight;
#include "/lib/res_params.glsl"
void main() {
/* DRAWBUFFERS:3 */
vec2 resScale = max(vec2(viewWidth,viewHeight),vec2(1920.0,1080.))/vec2(1920.,1080.);
vec2 quarterResTC = gl_FragCoord.xy*texelSize*2.*resScale/BLOOM_QUALITY;
// float emissives1 = texture2D(colortex8,quarterResTC).a;
// float emissives2 = emissives1 < 1.0 ? emissives1 : 0.0;
// 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.);
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);
}