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struct VSInput
{
float2 position : POSITION;
float2 texCoord : TEXCOORD0;
};
struct VSOutput
{
float4 position : SV_Position;
float2 texCoord : TEXCOORD0;
};
[shader("vertex")]
VSOutput vertexMain(VSInput input)
{
VSOutput output;
output.position = float4(input.position, 0.0, 1.0);
output.texCoord = input.texCoord;
return output;
}
Sampler2D u_ScreenTexture;
uniform float2 u_Resolution;
uniform float u_BlurStrength;
uniform float u_GlowIntensity;
[shader("fragment")]
float4 fragmentMain(VSOutput input) : SV_Target
{
float2 texelSize = 1.0 / u_Resolution;
float4 centerColor = u_ScreenTexture.Sample(input.texCoord);
float brightness = (centerColor.r + centerColor.g + centerColor.b) / 3.0;
float glowMask = smoothstep(0.05, 0.3, brightness);
float4 blurredColor = float4(0.0, 0.0, 0.0, 0.0);
float totalWeight = 0.0;
for (int x = -8; x <= 8; x++)
{
for (int y = -8; y <= 8; y++)
{
float2 offset = float2(x, y) * texelSize * u_BlurStrength;
float4 sampleColor = u_ScreenTexture.Sample(input.texCoord + offset);
float weight = exp(-float(x * x + y * y) / (2.0 * 8.0 * 8.0));
blurredColor += sampleColor * weight;
totalWeight += weight;
}
}
blurredColor /= totalWeight;
float3 emissionColor = float3(1.0, 0.8, 0.6);
float3 glowColor = emissionColor * glowMask * u_GlowIntensity * 2.0;
float3 auraColor = blurredColor.rgb * glowMask * u_GlowIntensity * 0.8;
float3 finalColor = centerColor.rgb + glowColor + auraColor;
return float4(finalColor, centerColor.a);
}
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