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authorhachem <im@hachem.wtf>2025-08-22 04:48:42 +0200
committerhachem <im@hachem.wtf>2025-08-22 04:48:42 +0200
commitb9c20fccac64e7aadd28ea6c621c4ffda2561c54 (patch)
treec0efeabd28e53d136f253fa5a7bab19c0fb765f6 /Assets/Shaders
parentf469a1d1e8413e07f3e3033e719161ffd17fe463 (diff)
[add]: add bloom and blur
Diffstat (limited to 'Assets/Shaders')
-rw-r--r--Assets/Shaders/Blur.glsl60
-rw-r--r--Assets/Shaders/Geodesic.glsl21
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;