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https://github.com/hrydgard/ppsspp.git
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44 lines
1.2 KiB
GLSL
44 lines
1.2 KiB
GLSL
// Simple Bloom shader; created to use in PPSSPP.
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// Without excessive samples and complex nested loops
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// (to make it compatible with low-end GPUs and to ensure ps_2_0 compatibility).
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#ifdef GL_ES
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precision mediump float;
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precision mediump int;
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#endif
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uniform sampler2D sampler0;
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varying vec2 v_texcoord0;
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uniform vec4 u_setting;
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void main()
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{
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//get the pixel color
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vec3 color = texture2D(sampler0, v_texcoord0.xy).xyz;
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gl_FragColor.rgb = color;
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float gray = (color.r + color.g + color.b) / 3.0;
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float saturation = (abs(color.r - gray) + abs(color.g - gray) + abs(color.b - gray)) / 3.0;
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//show the effect mainly on bright parts of the screen
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float step = 0.001 * gray / max(saturation, 0.25) * u_setting.x;
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//sum the neightbor pixels
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vec3 sum = vec3(0);
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for (int x = -3; x <= 3; x += 2)
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{
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for (int y = -3; y <= 3; y += 2)
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{
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color = texture2D(sampler0, v_texcoord0 + vec2(x, y)*step).xyz;
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gray = (color.r + color.g + color.b) / 3.0;
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saturation = (abs(color.r - gray) + abs(color.g - gray) + abs(color.b - gray)) / 3.0;
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sum += color * gray * gray / max(saturation, 0.25);
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}
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}
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sum /= 16.0;
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//mix the color
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gl_FragColor.rgb += sum * u_setting.y;
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gl_FragColor.a = 1.0;
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}
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