38 lines
1.2 KiB
GLSL
38 lines
1.2 KiB
GLSL
#version 450
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uniform sampler2D tex;
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uniform vec2 screen_size_inv;
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uniform int current_mip_level;
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uniform float sample_scale;
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in vec2 tex_coord;
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out vec4 frag_color;
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const float bloom_strength = 0.02;
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vec3 upsample_dual_filter(const sampler2D tex, const vec2 tex_coord, const vec2 texel_size) {
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vec2 delta = texel_size * sample_scale;
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vec3 result;
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result = textureLod(tex, tex_coord + vec2(-delta.x * 2.0, 0.0), 0.0).rgb;
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result += textureLod(tex, tex_coord + vec2(-delta.x, delta.y), 0.0).rgb * 2.0;
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result += textureLod(tex, tex_coord + vec2(0.0, delta.y * 2.0), 0.0).rgb;
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result += textureLod(tex, tex_coord + delta, 0.0).rgb * 2.0;
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result += textureLod(tex, tex_coord + vec2(delta.x * 2.0, 0.0), 0.0).rgb;
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result += textureLod(tex, tex_coord + vec2(delta.x, -delta.y), 0.0).rgb * 2.0;
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result += textureLod(tex, tex_coord + vec2(0.0, -delta.y * 2.0), 0.0).rgb;
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result += textureLod(tex, tex_coord - delta, 0.0).rgb * 2.0;
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return result * (1.0 / 12.0);
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}
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void main() {
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frag_color.rgb = upsample_dual_filter(tex, tex_coord, screen_size_inv);
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if (current_mip_level == 0) {
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frag_color.rgb *= bloom_strength;
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}
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frag_color.a = 1.0;
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}
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