h-raylib-5.6.0.0: examples/postprocessing-effects/assets/bloom.frag
#version 330
in vec2 fragTexCoord;
in vec4 fragColor;
out vec4 finalColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
uniform vec2 renderSize;
const float samples = 3.0;
const int range = 1;
const float quality = 5.0;
void main()
{
vec4 sum = vec4(0);
vec2 sizeFactor = vec2(1)/renderSize*quality;
vec4 source = texture(texture0, fragTexCoord);
for (int x = -range; x <= range; x++)
{
for (int y = -range; y <= range; y++)
{
sum += texture(texture0, fragTexCoord + vec2(x, y)*sizeFactor);
}
}
finalColor = ((sum/(samples*samples)) + source)*colDiffuse;
}