Cubyz/assets/cubyz/shaders/bloom/second_pass.fs
IntegratedQuantum 9898db654b Specify the location of all shader in/out parameters.
also normalized the version and layout formatting
progress towards #1376
2025-05-02 14:53:57 +02:00

20 lines
711 B
GLSL

#version 460
layout(location = 0) out vec4 fragColor;
layout(location = 0) in vec2 texCoords;
layout(binding = 3) uniform sampler2D color;
float weights[8] = float[] (2.275305315223722e-01, 2.164337365563677e-01, 1.862862434215453e-01, 1.450798722521298e-01, 1.0223605803398833e-01, 6.518858871330833e-02, 3.7610543897114775e-02, 1.963442560317357e-02);
void main() {
vec2 tex_offset = 1.0/textureSize(color, 0);
vec3 result = texture(color, texCoords).rgb * weights[0];
for(int i = 1; i < 8; i++) {
result += texture(color, texCoords + vec2(0, tex_offset.y * i)).rgb * weights[i];
result += texture(color, texCoords - vec2(0, tex_offset.y * i)).rgb * weights[i];
}
fragColor = vec4(result, 1);
}