mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-26 01:11:32 +11:00
24 lines
719 B
Plaintext
24 lines
719 B
Plaintext
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#include "pows.include.slang"
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#define Pi2 6.283
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#define bloom_directions 8
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#define b_offset_x -0.05 //Why is this needed by bloom?
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#define bdirections 8
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vec3 bloom(sampler2D smp, vec2 uv, vec4 smpsize, vec2 dest_size, float quality, float gamma, float start_offset, float lod) {
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vec2 r = dest_size/smpsize.xy ;
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vec3 lookup;
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vec3 color = vec3(0.0,0.0,0.0);
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float steps=0.0;
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for( float d=start_offset; d<Pi2; d+=Pi2/bdirections) {
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for(float i=1.0/quality; i<=1.0; i+=1.0/quality) {
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lookup = textureLod(smp, uv + vec2( cos(d), sin(d)) * r * i, lod ).rgb ;
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color +=pow(lookup.rgb,vec3(gamma));
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}
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}
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color /= (quality*bdirections);
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return color;
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}
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