Created
November 23, 2020 16:09
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Glowing
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shader_type canvas_item; | |
uniform float amount : hint_range(0,0.5); | |
vec4 sample_glow_pixel(sampler2D tex, vec2 uv) { | |
float hdr_threshold = amount; | |
return max(textureLod(tex, uv, 2.0) - hdr_threshold, vec4(0.0)); | |
} | |
void fragment() { | |
vec2 ps = SCREEN_PIXEL_SIZE; | |
// Get blurred color from pixels considered glowing | |
vec4 col0 = sample_glow_pixel(SCREEN_TEXTURE, SCREEN_UV + vec2(-ps.x, 0)); | |
vec4 col1 = sample_glow_pixel(SCREEN_TEXTURE, SCREEN_UV + vec2(ps.x, 0)); | |
vec4 col2 = sample_glow_pixel(SCREEN_TEXTURE, SCREEN_UV + vec2(0, -ps.y)); | |
vec4 col3 = sample_glow_pixel(SCREEN_TEXTURE, SCREEN_UV + vec2(0, ps.y)); | |
vec4 col = texture(SCREEN_TEXTURE, SCREEN_UV); | |
vec4 glowing_col = 0.25 * (col0 + col1 + col2 + col3); | |
COLOR = vec4(col.rgb + glowing_col.rgb, col.a); | |
} |
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