|
|
@@ -9,7 +9,7 @@ varying vec2 vScreenPos;
|
|
|
#ifdef COMPILEPS
|
|
|
uniform float cBloomThreshold;
|
|
|
uniform vec2 cBloomMix;
|
|
|
-uniform vec2 cHBlurInvSize;
|
|
|
+uniform vec2 cBlurHInvSize;
|
|
|
#endif
|
|
|
|
|
|
void VS()
|
|
|
@@ -28,21 +28,21 @@ void PS()
|
|
|
gl_FragColor = vec4((rgb - vec3(cBloomThreshold, cBloomThreshold, cBloomThreshold)) / (1.0 - cBloomThreshold), 1.0);
|
|
|
#endif
|
|
|
|
|
|
- #ifdef HBLUR
|
|
|
- vec3 rgb = texture2D(sDiffMap, vTexCoord + vec2(-2.0, 0.0) * cHBlurInvSize).rgb * 0.1;
|
|
|
- rgb += texture2D(sDiffMap, vTexCoord + vec2(-1.0, 0.0) * cHBlurInvSize).rgb * 0.25;
|
|
|
- rgb += texture2D(sDiffMap, vTexCoord + vec2(0.0, 0.0) * cHBlurInvSize).rgb * 0.3;
|
|
|
- rgb += texture2D(sDiffMap, vTexCoord + vec2(1.0, 0.0) * cHBlurInvSize).rgb * 0.25;
|
|
|
- rgb += texture2D(sDiffMap, vTexCoord + vec2(2.0, 0.0) * cHBlurInvSize).rgb * 0.1;
|
|
|
+ #ifdef BLURH
|
|
|
+ vec3 rgb = texture2D(sDiffMap, vTexCoord + vec2(-2.0, 0.0) * cBlurHInvSize).rgb * 0.1;
|
|
|
+ rgb += texture2D(sDiffMap, vTexCoord + vec2(-1.0, 0.0) * cBlurHInvSize).rgb * 0.25;
|
|
|
+ rgb += texture2D(sDiffMap, vTexCoord + vec2(0.0, 0.0) * cBlurHInvSize).rgb * 0.3;
|
|
|
+ rgb += texture2D(sDiffMap, vTexCoord + vec2(1.0, 0.0) * cBlurHInvSize).rgb * 0.25;
|
|
|
+ rgb += texture2D(sDiffMap, vTexCoord + vec2(2.0, 0.0) * cBlurHInvSize).rgb * 0.1;
|
|
|
gl_FragColor = vec4(rgb, 1.0);
|
|
|
#endif
|
|
|
|
|
|
- #ifdef VBLUR
|
|
|
- vec3 rgb = texture2D(sDiffMap, vTexCoord + vec2(0.0, -2.0) * cHBlurInvSize).rgb * 0.1;
|
|
|
- rgb += texture2D(sDiffMap, vTexCoord + vec2(0.0, -1.0) * cHBlurInvSize).rgb * 0.25;
|
|
|
- rgb += texture2D(sDiffMap, vTexCoord + vec2(0.0, 0.0) * cHBlurInvSize).rgb * 0.3;
|
|
|
- rgb += texture2D(sDiffMap, vTexCoord + vec2(0.0, 1.0) * cHBlurInvSize).rgb * 0.25;
|
|
|
- rgb += texture2D(sDiffMap, vTexCoord + vec2(0.0, 2.0) * cHBlurInvSize).rgb * 0.1;
|
|
|
+ #ifdef BLURV
|
|
|
+ vec3 rgb = texture2D(sDiffMap, vTexCoord + vec2(0.0, -2.0) * cBlurHInvSize).rgb * 0.1;
|
|
|
+ rgb += texture2D(sDiffMap, vTexCoord + vec2(0.0, -1.0) * cBlurHInvSize).rgb * 0.25;
|
|
|
+ rgb += texture2D(sDiffMap, vTexCoord + vec2(0.0, 0.0) * cBlurHInvSize).rgb * 0.3;
|
|
|
+ rgb += texture2D(sDiffMap, vTexCoord + vec2(0.0, 1.0) * cBlurHInvSize).rgb * 0.25;
|
|
|
+ rgb += texture2D(sDiffMap, vTexCoord + vec2(0.0, 2.0) * cBlurHInvSize).rgb * 0.1;
|
|
|
gl_FragColor = vec4(rgb, 1.0);
|
|
|
#endif
|
|
|
|