#version 110 varying vec2 v_tex; uniform sampler2D renderedTex; uniform vec2 texSize; void main() { #if BLOOM_NOP gl_FragColor = texture2D(renderedTex, v_tex); gl_FragColor.a = 1.0; #endif #if BLOOM_PASS_H vec4 color = vec4(0.0); vec2 v_tex_offs = vec2(v_tex.x - 0.01, v_tex.y); for (int i = 0; i < 6; ++i) { color += texture2D(renderedTex, v_tex_offs); v_tex_offs += vec2(0.004, 0.0); } gl_FragColor.rgb = color.rgb / 6.0; gl_FragColor.a = 1.0; #endif #if BLOOM_PASS_V vec4 color = vec4(0.0); vec2 v_tex_offs = vec2(v_tex.x, v_tex.y - 0.01); for (int i = 0; i < 6; ++i) { color += texture2D(renderedTex, v_tex_offs); v_tex_offs += vec2(0.0, 0.004); } gl_FragColor.rgb = color.rgb / 6.0; gl_FragColor.a = 1.0; #endif }