Added Gaussian blur post-process shader

Added ability to manually input values in post-process shader menu
This commit is contained in:
Shyotl
2011-02-10 04:03:22 -06:00
parent a44d633bc8
commit a579663eb9
9 changed files with 203 additions and 64 deletions

View File

@@ -9,21 +9,18 @@ uniform sampler2DRect RenderTexture;
uniform float bloomStrength;
varying vec4 gl_TexCoord[gl_MaxTextureCoords];
float blurWeights[4] = float[4](.05,.1,.2,.3);
void main(void)
{
float blurWeights[7];
blurWeights[0] = 0.05;
blurWeights[1] = 0.1;
blurWeights[2] = 0.2;
blurWeights[3] = 0.3;
blurWeights[4] = 0.2;
blurWeights[5] = 0.1;
blurWeights[6] = 0.05;
vec3 color = vec3(0,0,0);
for (int i = 0; i < 7; i++){
color += vec3(texture2DRect(RenderTexture, gl_TexCoord[i].st)) * blurWeights[i];
}
vec3 color = blurWeights[0] * texture2DRect(RenderTexture, gl_TexCoord[0].st).rgb;
color+= blurWeights[1] * texture2DRect(RenderTexture, gl_TexCoord[1].st).rgb;
color+= blurWeights[2] * texture2DRect(RenderTexture, gl_TexCoord[2].st).rgb;
color+= blurWeights[3] * texture2DRect(RenderTexture, gl_TexCoord[3].st).rgb;
color+= blurWeights[2] * texture2DRect(RenderTexture, gl_TexCoord[4].st).rgb;
color+= blurWeights[1] * texture2DRect(RenderTexture, gl_TexCoord[5].st).rgb;
color+= blurWeights[0] * texture2DRect(RenderTexture, gl_TexCoord[6].st).rgb;
color *= bloomStrength;

View File

@@ -0,0 +1,28 @@
uniform sampler2DRect RenderTexture;
uniform int horizontalPass;
uniform float offset[2] = float[2]( 1.3846153846, 3.2307692308 );
uniform float weight[3] = float[3]( 0.2270270270, 0.3162162162, 0.0702702703 );
void main(void)
{
vec4 color = texture2DRect(RenderTexture, gl_TexCoord[0].st)*weight[0];
if(horizontalPass == 1)
{
color += weight[1] * texture2DRect(RenderTexture, vec2(gl_TexCoord[0].x+offset[0],gl_TexCoord[0].y));
color += weight[1] * texture2DRect(RenderTexture, vec2(gl_TexCoord[0].x-offset[0],gl_TexCoord[0].y));
color += weight[2] * texture2DRect(RenderTexture, vec2(gl_TexCoord[0].x+offset[1],gl_TexCoord[0].y));
color += weight[2] * texture2DRect(RenderTexture, vec2(gl_TexCoord[0].x-offset[1],gl_TexCoord[0].y));
}
else
{
color += weight[1] * texture2DRect(RenderTexture, vec2(gl_TexCoord[0].x,gl_TexCoord[0].y+offset[0]));
color += weight[1] * texture2DRect(RenderTexture, vec2(gl_TexCoord[0].x,gl_TexCoord[0].y-offset[0]));
color += weight[2] * texture2DRect(RenderTexture, vec2(gl_TexCoord[0].x,gl_TexCoord[0].y+offset[1]));
color += weight[2] * texture2DRect(RenderTexture, vec2(gl_TexCoord[0].x,gl_TexCoord[0].y-offset[1]));
}
gl_FragColor = color;
}