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https://github.com/hrydgard/ppsspp.git
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49 lines
1.2 KiB
GLSL
49 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 float u_setting1; // float amount = 0.60; // suitable range = 0.00 - 1.00
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uniform float u_setting2; // float power = 0.5; // suitable range = 0.0 - 1.0
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void main()
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{
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vec3 color = texture2D(sampler0, v_texcoord0.xy).xyz;
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vec4 sum = vec4(0);
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vec3 bloom;
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for(int i= -3 ;i < 3; i++)
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{
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sum += texture2D(sampler0, v_texcoord0 + vec2(-1, i)*0.004) * u_setting1;
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sum += texture2D(sampler0, v_texcoord0 + vec2(0, i)*0.004) * u_setting1;
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sum += texture2D(sampler0, v_texcoord0 + vec2(1, i)*0.004) * u_setting1;
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}
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if (color.r < 0.3 && color.g < 0.3 && color.b < 0.3)
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{
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bloom = sum.xyz*sum.xyz*0.012 + color;
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}
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else
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{
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if (color.r < 0.5 && color.g < 0.5 && color.b < 0.5)
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{
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bloom = sum.xyz*sum.xyz*0.009 + color;
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}
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else
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{
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bloom = sum.xyz*sum.xyz*0.0075 + color;
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}
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}
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bloom = mix(color, bloom, u_setting2);
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gl_FragColor.rgb = bloom;
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gl_FragColor.a = 1.0;
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}
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