📄 bloom_blur.frag
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/*
* Copyright (c) 2003-2006 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* * Neither the name of 'jMonkeyEngine' nor the names of its contributors
* may be used to endorse or promote products derived from this software
* without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
uniform float sampleDist;
uniform float blurIntensityMultiplier;
uniform sampler2D RT;
varying vec2 texCoord;
void main(void)
{
vec2 samples00 = vec2(-0.326212, -0.405805);
vec2 samples01 = vec2(-0.840144, -0.073580);
vec2 samples02 = vec2(-0.695914, 0.457137);
vec2 samples03 = vec2(-0.203345, 0.620716);
vec2 samples04 = vec2( 0.962340, -0.194983);
vec2 samples05 = vec2( 0.473434, -0.480026);
vec2 samples06 = vec2( 0.519456, 0.767022);
vec2 samples07 = vec2( 0.185461, -0.893124);
vec2 samples08 = vec2( 0.507431, 0.064425);
vec2 samples09 = vec2( 0.896420, 0.412458);
vec2 samples10 = vec2(-0.321940, -0.932615);
vec2 samples11 = vec2(-0.791559, -0.597705);
vec2 newCoord;
vec4 sum = texture2D(RT, texCoord);
newCoord = texCoord + sampleDist * samples00;
sum += texture2D(RT, newCoord);
newCoord = texCoord + sampleDist * samples01;
sum += texture2D(RT, newCoord);
newCoord = texCoord + sampleDist * samples02;
sum += texture2D(RT, newCoord);
newCoord = texCoord + sampleDist * samples03;
sum += texture2D(RT, newCoord);
newCoord = texCoord + sampleDist * samples04;
sum += texture2D(RT, newCoord);
newCoord = texCoord + sampleDist * samples05;
sum += texture2D(RT, newCoord);
newCoord = texCoord + sampleDist * samples06;
sum += texture2D(RT, newCoord);
newCoord = texCoord + sampleDist * samples07;
sum += texture2D(RT, newCoord);
newCoord = texCoord + sampleDist * samples08;
sum += texture2D(RT, newCoord);
newCoord = texCoord + sampleDist * samples09;
sum += texture2D(RT, newCoord);
newCoord = texCoord + sampleDist * samples10;
sum += texture2D(RT, newCoord);
newCoord = texCoord + sampleDist * samples11;
sum += texture2D(RT, newCoord);
sum /= 13.0;
sum *= blurIntensityMultiplier;
gl_FragColor = sum;
}
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