using namespace std;
-namespace {
-
-static const char blur_fs[]=
- "uniform sampler2D source;\n"
- "uniform vec2 delta;\n"
- "uniform float factors[19];\n"
- "uniform int size;\n"
- "varying vec2 texcoord;\n"
- "void main()\n"
- "{\n"
- " gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);\n"
- " for(int i=0; i<=size*2; ++i)\n"
- " gl_FragColor += texture2D(source, texcoord+delta*float(i-size))*factors[i];\n"
- "}";
-
-static const char combine_fs[]=
- "uniform sampler2D source;\n"
- "uniform sampler2D blurred;\n"
- "uniform float strength;\n"
- "varying vec2 texcoord;\n"
- "void main()\n"
- "{\n"
- " gl_FragColor = mix(texture2D(source, texcoord), texture2D(blurred, texcoord), strength);\n"
- "}";
-
-}
-
namespace Msp {
namespace GL {
Bloom::Bloom(unsigned w, unsigned h):
+ blur_shader("bloom_blur.glsl"),
+ combine_shader("bloom_combine.glsl"),
quad(get_fullscreen_quad())
{
- blur_shader.attach_shader(get_fullscreen_vertex_shader());
- blur_shader.attach_shader_owned(new FragmentShader(blur_fs));
- blur_shader.link();
-
- combine_shader.attach_shader(get_fullscreen_vertex_shader());
- combine_shader.attach_shader_owned(new FragmentShader(combine_fs));
- combine_shader.link();
-
blur_shdata[0].uniform("delta", 1.0f/w, 0.0f);
blur_shdata[1].uniform("delta", 0.0f, 1.0f/h);
for(int i=0; i<=size*2; ++i)
factors[i] /= sum;
- blur_shdata_common.uniform1_array("factors[0]", size*2+1, &factors.front());
+ blur_shdata_common.uniform1_array("factors", size*2+1, &factors.front());
}
void Bloom::set_strength(float s)
{
BindRestore unbind_dtest(static_cast<DepthTest *>(0));
BindRestore unbind_blend(static_cast<Blend *>(0));
+ Bind bind_mesh(quad);
{
Bind bind_shader(blur_shader);