diff options
| author | hachem <im@hachem.wtf> | 2025-08-22 04:48:42 +0200 |
|---|---|---|
| committer | hachem <im@hachem.wtf> | 2025-08-22 04:48:42 +0200 |
| commit | b9c20fccac64e7aadd28ea6c621c4ffda2561c54 (patch) | |
| tree | c0efeabd28e53d136f253fa5a7bab19c0fb765f6 /Assets/Shaders | |
| parent | f469a1d1e8413e07f3e3033e719161ffd17fe463 (diff) | |
[add]: add bloom and blur
Diffstat (limited to 'Assets/Shaders')
| -rw-r--r-- | Assets/Shaders/Blur.glsl | 60 | ||||
| -rw-r--r-- | Assets/Shaders/Geodesic.glsl | 21 |
2 files changed, 76 insertions, 5 deletions
diff --git a/Assets/Shaders/Blur.glsl b/Assets/Shaders/Blur.glsl new file mode 100644 index 0000000..984f0ba --- /dev/null +++ b/Assets/Shaders/Blur.glsl @@ -0,0 +1,60 @@ +#type vertex + +#version 330 core + +layout (location = 0) in vec2 a_Pos; +layout (location = 1) in vec2 a_TexCoord; + +out vec2 v_TexCoord; + +void main() +{ + gl_Position = vec4(a_Pos, 0.0, 1.0); + v_TexCoord = a_TexCoord; +} + +#type fragment + +#version 330 core + +in vec2 v_TexCoord; +out vec4 o_FragColor; + +uniform sampler2D u_ScreenTexture; +uniform vec2 u_Resolution; +uniform float u_BlurStrength; +uniform float u_GlowIntensity; + +void main() +{ + vec2 texelSize = 1.0 / u_Resolution; + vec4 centerColor = texture(u_ScreenTexture, v_TexCoord); + + float brightness = (centerColor.r + centerColor.g + centerColor.b) / 3.0; + float glowMask = smoothstep(0.05, 0.3, brightness); + + vec4 blurredColor = vec4(0.0); + float totalWeight = 0.0; + + for (int x = -8; x <= 8; x++) + { + for (int y = -8; y <= 8; y++) + { + vec2 offset = vec2(x, y) * texelSize * u_BlurStrength; + vec4 sampleColor = texture(u_ScreenTexture, v_TexCoord + offset); + + float weight = exp(-(x*x + y*y) / (2.0 * 8.0 * 8.0)); + blurredColor += sampleColor * weight; + totalWeight += weight; + } + } + + blurredColor /= totalWeight; + + vec3 emissionColor = vec3(1.0, 0.8, 0.6); + vec3 glowColor = emissionColor * glowMask * u_GlowIntensity * 2.0; + vec3 auraColor = blurredColor.rgb * glowMask * u_GlowIntensity * 0.8; + vec3 finalColor = centerColor.rgb + glowColor + auraColor; + + o_FragColor = vec4(finalColor, centerColor.a); +} diff --git a/Assets/Shaders/Geodesic.glsl b/Assets/Shaders/Geodesic.glsl index ace58a5..1799601 100644 --- a/Assets/Shaders/Geodesic.glsl +++ b/Assets/Shaders/Geodesic.glsl @@ -323,7 +323,11 @@ vec4 SampleDiskColor(vec3 pos) float brightness_medium = fbm(rotated_brightness_pos * 5.0, 2); float brightness_small = fbm(rotated_brightness_pos * 7.0, 2); float brightness_noise = (brightness_large * 0.6 + brightness_medium * 0.3 + brightness_small * 0.1); - float brightness = 1.0 + density * 1.0 + brightness_noise * 0.4; + + // Enhanced brightness with glow effect + float baseBrightness = 1.0 + density * 1.5; // Increased density contribution + float glowBrightness = brightness_noise * 0.8; // Enhanced noise contribution + float brightness = baseBrightness + glowBrightness; return vec4(baseColor * brightness, density); } @@ -413,14 +417,21 @@ void main() vec3 diskColor = diskSample.rgb; float stepLength = currentStepSize * 1e-8; - float absorption = density * stepLength * 1.2; - float scattering = density * stepLength * 0.8; + + float absorption = density * stepLength * 0.8; + float scattering = density * stepLength * 1.5; float extinction = absorption + scattering; float stepTransmittance = exp(-extinction); - vec3 emission = diskColor * density * stepLength * 2.5 * sqrt(disk_density); - accumulatedColor.rgb += emission * transmittance; + vec3 emission = diskColor * density * stepLength * 4.0 * sqrt(disk_density); + + vec3 glowColor = mix(diskColor, vec3(1.0, 0.8, 0.6), 0.3); + float glowIntensity = density * stepLength * 2.0; + vec3 atmosphericGlow = glowColor * glowIntensity * 0.8; + + vec3 totalEmission = emission + atmosphericGlow; + accumulatedColor.rgb += totalEmission * transmittance; transmittance *= stepTransmittance; |
