eaglercraft-1.8/sources/resources/assets/eagler/glsl/deferred/post_bloom_blur.fsh

51 lines
2.4 KiB
GLSL

#line 2
/*
* Copyright (c) 2023 lax1dude. All Rights Reserved.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
* IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*
*/
precision lowp int;
precision highp float;
precision highp sampler2D;
in vec2 v_position2f;
layout(location = 0) out vec4 output4f;
uniform sampler2D u_inputTexture;
uniform vec2 u_sampleOffset2f;
uniform vec4 u_outputSize4f;
void main() {
vec2 alignedUV = (floor(v_position2f * u_outputSize4f.xy) + 0.5) * u_outputSize4f.zw;
vec4 accum = textureLod(u_inputTexture, alignedUV - u_sampleOffset2f * 7.0, 0.0) * 0.0005;
accum += textureLod(u_inputTexture, alignedUV - u_sampleOffset2f * 6.0, 0.0) * 0.0024;
accum += textureLod(u_inputTexture, alignedUV - u_sampleOffset2f * 5.0, 0.0) * 0.0092;
accum += textureLod(u_inputTexture, alignedUV - u_sampleOffset2f * 4.0, 0.0) * 0.0278;
accum += textureLod(u_inputTexture, alignedUV - u_sampleOffset2f * 3.0, 0.0) * 0.0656;
accum += textureLod(u_inputTexture, alignedUV - u_sampleOffset2f * 2.0, 0.0) * 0.1210;
accum += textureLod(u_inputTexture, alignedUV - u_sampleOffset2f, 0.0) * 0.1747;
accum += textureLod(u_inputTexture, alignedUV, 0.0) * 0.1974;
accum += textureLod(u_inputTexture, alignedUV + u_sampleOffset2f, 0.0) * 0.1747;
accum += textureLod(u_inputTexture, alignedUV + u_sampleOffset2f * 2.0, 0.0) * 0.1210;
accum += textureLod(u_inputTexture, alignedUV + u_sampleOffset2f * 3.0, 0.0) * 0.0656;
accum += textureLod(u_inputTexture, alignedUV + u_sampleOffset2f * 4.0, 0.0) * 0.0278;
accum += textureLod(u_inputTexture, alignedUV + u_sampleOffset2f * 5.0, 0.0) * 0.0092;
accum += textureLod(u_inputTexture, alignedUV + u_sampleOffset2f * 6.0, 0.0) * 0.0024;
accum += textureLod(u_inputTexture, alignedUV + u_sampleOffset2f * 7.0, 0.0) * 0.0005;
output4f = accum;
}