HDRBloomV.frag 3.3 KB

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  1. uniform sampler2D screenTexture;
  2. uniform float blurSize;
  3. varying vec2 texCoordVar;
  4. void main(void)
  5. {
  6. vec4 sum = vec4(0.0);
  7. sum += texture2D(screenTexture, vec2(texCoordVar.x, texCoordVar.y- 16.0*blurSize)) * 0.000004;
  8. sum += texture2D(screenTexture, vec2(texCoordVar.x, texCoordVar.y- 15.0*blurSize)) * 0.000012;
  9. sum += texture2D(screenTexture, vec2(texCoordVar.x, texCoordVar.y- 14.0*blurSize)) * 0.00004;
  10. sum += texture2D(screenTexture, vec2(texCoordVar.x, texCoordVar.y- 13.0*blurSize)) * 0.00012;
  11. sum += texture2D(screenTexture, vec2(texCoordVar.x, texCoordVar.y- 12.0*blurSize)) * 0.000331;
  12. sum += texture2D(screenTexture, vec2(texCoordVar.x, texCoordVar.y- 11.0*blurSize)) * 0.000841;
  13. sum += texture2D(screenTexture, vec2(texCoordVar.x, texCoordVar.y- 10.0*blurSize)) * 0.001971;
  14. sum += texture2D(screenTexture, vec2(texCoordVar.x, texCoordVar.y- 9.0*blurSize)) * 0.004258;
  15. sum += texture2D(screenTexture, vec2(texCoordVar.x, texCoordVar.y- 8.0*blurSize)) * 0.008483;
  16. sum += texture2D(screenTexture, vec2(texCoordVar.x, texCoordVar.y- 7.0*blurSize)) * 0.015583;
  17. sum += texture2D(screenTexture, vec2(texCoordVar.x, texCoordVar.y- 6.0*blurSize)) * 0.026396;
  18. sum += texture2D(screenTexture, vec2(texCoordVar.x, texCoordVar.y- 5.0*blurSize)) * 0.04123;
  19. sum += texture2D(screenTexture, vec2(texCoordVar.x, texCoordVar.y- 4.0*blurSize)) * 0.059384;
  20. sum += texture2D(screenTexture, vec2(texCoordVar.x, texCoordVar.y- 3.0*blurSize)) * 0.07887;
  21. sum += texture2D(screenTexture, vec2(texCoordVar.x, texCoordVar.y- 2.0*blurSize)) * 0.096593;
  22. sum += texture2D(screenTexture, vec2(texCoordVar.x, texCoordVar.y- 1.0*blurSize)) * 0.109084;
  23. sum += texture2D(screenTexture, vec2(texCoordVar.x, texCoordVar.y)) * 0.113597;
  24. sum += texture2D(screenTexture, vec2(texCoordVar.x, texCoordVar.y+ 16.0*blurSize)) * 0.000004;
  25. sum += texture2D(screenTexture, vec2(texCoordVar.x, texCoordVar.y+ 15.0*blurSize)) * 0.000012;
  26. sum += texture2D(screenTexture, vec2(texCoordVar.x, texCoordVar.y+ 14.0*blurSize)) * 0.00004;
  27. sum += texture2D(screenTexture, vec2(texCoordVar.x, texCoordVar.y+ 13.0*blurSize)) * 0.00012;
  28. sum += texture2D(screenTexture, vec2(texCoordVar.x, texCoordVar.y+ 12.0*blurSize)) * 0.000331;
  29. sum += texture2D(screenTexture, vec2(texCoordVar.x, texCoordVar.y+ 11.0*blurSize)) * 0.000841;
  30. sum += texture2D(screenTexture, vec2(texCoordVar.x, texCoordVar.y+ 10.0*blurSize)) * 0.001971;
  31. sum += texture2D(screenTexture, vec2(texCoordVar.x, texCoordVar.y+ 9.0*blurSize)) * 0.004258;
  32. sum += texture2D(screenTexture, vec2(texCoordVar.x, texCoordVar.y+ 8.0*blurSize)) * 0.008483;
  33. sum += texture2D(screenTexture, vec2(texCoordVar.x, texCoordVar.y+ 7.0*blurSize)) * 0.015583;
  34. sum += texture2D(screenTexture, vec2(texCoordVar.x, texCoordVar.y+ 6.0*blurSize)) * 0.026396;
  35. sum += texture2D(screenTexture, vec2(texCoordVar.x, texCoordVar.y+ 5.0*blurSize)) * 0.04123;
  36. sum += texture2D(screenTexture, vec2(texCoordVar.x, texCoordVar.y+ 4.0*blurSize)) * 0.059384;
  37. sum += texture2D(screenTexture, vec2(texCoordVar.x, texCoordVar.y+ 3.0*blurSize)) * 0.07887;
  38. sum += texture2D(screenTexture, vec2(texCoordVar.x, texCoordVar.y+ 2.0*blurSize)) * 0.096593;
  39. sum += texture2D(screenTexture, vec2(texCoordVar.x, texCoordVar.y+ 1.0*blurSize)) * 0.109084;
  40. gl_FragColor = sum;
  41. }