uniform sampler2D samp9; out vec4 ocol0; in vec2 uv0; uniform vec4 resolution; void main() { float4 c_center = texture(samp9, uv0); float4 bloom_sum = float4(0.0, 0.0, 0.0, 0.0); vec2 pos = uv0 + float2(0.3, 0.3) * resolution.zw; float2 radius1 = 1.3 * resolution.zw; bloom_sum += texture(samp9, pos + float2(-1.5, -1.5) * radius1); bloom_sum += texture(samp9, pos + float2(-2.5, 0.0) * radius1); bloom_sum += texture(samp9, pos + float2(-1.5, 1.5) * radius1); bloom_sum += texture(samp9, pos + float2(0.0, 2.5) * radius1); bloom_sum += texture(samp9, pos + float2(1.5, 1.5) * radius1); bloom_sum += texture(samp9, pos + float2(2.5, 0.0) * radius1); bloom_sum += texture(samp9, pos + float2(1.5, -1.5) * radius1); bloom_sum += texture(samp9, pos + float2(0.0, -2.5) * radius1); float2 radius2 = 4.6 * resolution.zw; bloom_sum += texture(samp9, pos + float2(-1.5, -1.5) * radius2); bloom_sum += texture(samp9, pos + float2(-2.5, 0.0) * radius2); bloom_sum += texture(samp9, pos + float2(-1.5, 1.5) * radius2); bloom_sum += texture(samp9, pos + float2(0.0, 2.5) * radius2); bloom_sum += texture(samp9, pos + float2(1.5, 1.5) * radius2); bloom_sum += texture(samp9, pos + float2(2.5, 0.0) * radius2); bloom_sum += texture(samp9, pos + float2(1.5, -1.5) * radius2); bloom_sum += texture(samp9, pos + float2(0.0, -2.5) * radius2); bloom_sum *= 0.07; bloom_sum -= float4(0.3, 0.3, 0.3, 0.3); bloom_sum = max(bloom_sum, float4(0.0, 0.0, 0.0, 0.0)); float2 vpos = (uv0 - float2(0.5, 0.5)) * 2.0; float dist = (dot(vpos, vpos)); dist = 1.0 - 0.4*dist; ocol0 = (c_center * 0.7 + bloom_sum) * dist; }