--- /dev/null
+#ifndef MSP_GL_BLOOM_H_
+#define MSP_GL_BLOOM_H_
+
+#include "framebuffer.h"
+#include "mesh.h"
+#include "postprocessor.h"
+#include "texture2d.h"
+#include "texturing.h"
+#include "program.h"
+#include "programdata.h"
+#include "rendertarget.h"
+
+namespace Msp {
+namespace GL {
+
+/**
+The Bloom post-processing effect causes very bright areas of the image to bleed
+into surrounding pixels. Commonly used together with HDR rendering.
+
+The technique used is to gaussian blur the image and then blend the result with
+the original image. With suitable parameters, this effect may also be used as
+a blur filter.
+*/
+class Bloom: public PostProcessor
+{
+public:
+ struct Template: public PostProcessor::Template
+ {
+ class Loader: public DataFile::DerivedObjectLoader<Template, PostProcessor::Template::Loader>
+ {
+ public:
+ Loader(Template &);
+ };
+
+ float radius;
+ float strength;
+
+ Template();
+
+ virtual Bloom *create(unsigned, unsigned) const;
+ };
+
+private:
+ RenderTarget *target[2];
+ ProgramData common_shdata;
+ Program blur_shader;
+ ProgramData blur_shdata[2];
+ Program combine_shader;
+ Texturing combine_texturing;
+ RefPtr<Mesh> quad;
+ RefPtr<Sampler> nearest_sampler;
+ RefPtr<Sampler> linear_sampler;
+
+public:
+ Bloom(unsigned, unsigned);
+ ~Bloom();
+
+ /** Sets the σ value of the gaussian blur. Values much larger than 4.0 are
+ likely to cause artifacts. */
+ void set_radius(float);
+
+ /** Sets the blend factor between original and blurred images. Larger
+ values mean more blurriness. */
+ void set_strength(float);
+
+ virtual void render(Renderer &, const Texture2D &, const Texture2D &);
+};
+
+} // namespace GL
+} // namespace Msp
+
+#endif