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path: root/client/shaders/blur_v/opengl_fragment.glsl
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-rw-r--r--client/shaders/blur_v/opengl_fragment.glsl29
1 files changed, 29 insertions, 0 deletions
diff --git a/client/shaders/blur_v/opengl_fragment.glsl b/client/shaders/blur_v/opengl_fragment.glsl
new file mode 100644
index 000000000..6820ca10d
--- /dev/null
+++ b/client/shaders/blur_v/opengl_fragment.glsl
@@ -0,0 +1,29 @@
+#define rendered texture0
+
+uniform sampler2D rendered;
+uniform vec2 texelSize0;
+uniform mediump float bloomRadius = 3.0;
+
+#ifdef GL_ES
+varying mediump vec2 varTexCoord;
+#else
+centroid varying vec2 varTexCoord;
+#endif
+
+void main(void)
+{
+ // kernel distance and linear size
+ mediump float n = 2. * bloomRadius + 1.;
+
+ vec2 uv = varTexCoord.st - vec2(0., bloomRadius * texelSize0.y);
+ vec4 color = vec4(0.);
+ mediump float sum = 0.;
+ for (mediump float i = 0.; i < n; i++) {
+ mediump float weight = pow(1. - (abs(i / bloomRadius - 1.)), 1.3);
+ color += texture2D(rendered, uv).rgba * weight;
+ sum += weight;
+ uv += vec2(0., texelSize0.y);
+ }
+ color /= sum;
+ gl_FragColor = vec4(color.rgb, 1.0); // force full alpha to avoid holes in the image.
+}