Bloom config options

This commit is contained in:
Anuken
2022-04-25 10:53:18 -04:00
parent eb880ba2be
commit 1ac7317986
7 changed files with 41 additions and 3 deletions

View File

@@ -10,9 +10,38 @@ const float close = 0.3162162162;
const float far = 0.0702702703;
void main(){
gl_FragColor = far * texture2D(u_texture, v_texCoords0)
gl_FragColor = far * texture2D(u_texture, v_texCoords0)
+ close * texture2D(u_texture, v_texCoords1)
+ center * texture2D(u_texture, v_texCoords2)
+ close * texture2D(u_texture, v_texCoords3)
+ far * texture2D(u_texture, v_texCoords4);
+ far * texture2D(u_texture, v_texCoords4);
//TODO this is broken.
/*
vec4
v1 = texture2D(u_texture, v_texCoords0),
v2 = texture2D(u_texture, v_texCoords1),
v3 = texture2D(u_texture, v_texCoords2),
v4 = texture2D(u_texture, v_texCoords3),
v5 = texture2D(u_texture, v_texCoords4);
float
a1 = v1.a * far,
a2 = v2.a * close,
a3 = v3.a * center,
a4 = v4.a * close,
a5 = v5.a * far;
//far close center close far
//TODO figure this out
//RGB values should be weighted by their respective alpha values.
gl_FragColor = vec4(
(v1.rgb * a1 + v2.rgb * a2 + v3.rgb * a3 + v4.rgb * a4 + v5.rgb * a5) /
max(a1 + a2 + a3 + a4 + a5, 0.0001), //RGB must be weighed by the sum of all alpha processed. if a pixel contributes less weight, the multiplication is higher
a1 + a2 + a3 + a4 + a5); //alpha is just the weighed sum
*/
}

View File

@@ -950,6 +950,8 @@ setting.difficulty.hard = Hard
setting.difficulty.insane = Insane
setting.difficulty.name = Difficulty:
setting.screenshake.name = Screen Shake
setting.bloomintensity.name = Bloom Intensity
setting.bloomblur.name = Bloom Blurs
setting.effects.name = Display Effects
setting.destroyedblocks.name = Display Destroyed Blocks
setting.blockstatus.name = Display Block Status

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