Hmm, I'm sure that works great, although I guess my shader is dodgy because the sprite seems to be showing a solid colour, although the colour does change from blacks and browns as I move around the map.
Do you see anything wrong with my shader?
bloom.frag
Do you see anything wrong with my shader?
bloom.frag
uniform sampler2D bgl_RenderedTexture; void main() { vec4 sum = vec4(0); vec2 texcoord = vec2(gl_TexCoord[0]); Int j; Int i; For( i= -4 ;i < 4; i++) { For (j = -3; j < 3; j++) { sum += texture2D(bgl_RenderedTexture, texcoord + vec2(j, i)*0.004) * 0.25; } } If (texture2D(bgl_RenderedTexture, texcoord).r < 0.3) { gl_FragColor = sum*sum*0.012 + texture2D(bgl_RenderedTexture, texcoord); } Else { If (texture2D(bgl_RenderedTexture, texcoord).r < 0.5) { gl_FragColor = sum*sum*0.009 + texture2D(bgl_RenderedTexture, texcoord); } Else { gl_FragColor = sum*sum*0.0075 + texture2D(bgl_RenderedTexture, texcoord); } } }