ludum_dare_44/res/shaders/GlowShader/GlowShaderf.gls
2024-08-07 05:01:16 +00:00

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/*******************************************************************************
*
* Copyright (c) 2018 Gnarly Narwhal
*
* -----------------------------------------------------------------------------
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files(the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
*******************************************************************************/
#version 330 core
uniform vec2 resolution;
uniform sampler2D tex;
uniform sampler2D background;
uniform bool horizontal = true;
uniform float brightness = 0.55;
uniform float distance = 15.0;
in vec2 texCoords;
layout (location = 0) out vec4 color;
void main() {
vec2 pixel = 1.0 / resolution;
int numPixels = int(distance * resolution.y / 1080.0);
float weight = 1.0 / numPixels;
vec2 transform = vec2(pixel.x * int(horizontal), pixel.y * int(!horizontal));
color = texture(tex, texCoords);
vec3 result = texture(tex, texCoords).rgb * weight;
for(int i = 1; i < numPixels; ++i) {
result += texture(tex, texCoords + transform * i).rgb * weight;
result += texture(tex, texCoords - transform * i).rgb * weight;
}
color.rgb = mix(result, texture(background, vec2(texCoords.x, 1.0 - texCoords.y)).rgb, 1 - brightness);
}