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#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);
}
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