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Jan 21st, 2018
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  1. uniform sampler2D samp0 : register(s0);
  2.  
  3. void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0, in float2 uv1 : TEXCOORD1)
  4. {
  5. float4 c_center = tex2D(samp0, uv0.xy).rgba;
  6.  
  7. float4 bloom_sum = float4(0.0, 0.0, 0.0, 0.0);
  8. uv0 += float2(0.003, 0.003);
  9. float radius1 = 0.0013;
  10. bloom_sum += tex2D(samp0, uv0 + float2(-1.5, -1.5) * radius1);
  11. bloom_sum += tex2D(samp0, uv0 + float2(-2.5, 0) * radius1);
  12. bloom_sum += tex2D(samp0, uv0 + float2(-1.5, 1.5) * radius1);
  13. bloom_sum += tex2D(samp0, uv0 + float2(0, 2.5) * radius1);
  14. bloom_sum += tex2D(samp0, uv0 + float2(1.5, 1.5) * radius1);
  15. bloom_sum += tex2D(samp0, uv0 + float2(2.5, 0) * radius1);
  16. bloom_sum += tex2D(samp0, uv0 + float2(1.5, -1.5) * radius1);
  17. bloom_sum += tex2D(samp0, uv0 + float2(0, -2.5) * radius1);
  18.  
  19. float radius2 = 0.0046;
  20. bloom_sum += tex2D(samp0, uv0 + float2(-1.5, -1.5) * radius2);
  21. bloom_sum += tex2D(samp0, uv0 + float2(-2.5, 0) * radius2);
  22. bloom_sum += tex2D(samp0, uv0 + float2(-1.5, 1.5) * radius2);
  23. bloom_sum += tex2D(samp0, uv0 + float2(0, 2.5) * radius2);
  24. bloom_sum += tex2D(samp0, uv0 + float2(1.5, 1.5) * radius2);
  25. bloom_sum += tex2D(samp0, uv0 + float2(2.5, 0) * radius2);
  26. bloom_sum += tex2D(samp0, uv0 + float2(1.5, -1.5) * radius2);
  27. bloom_sum += tex2D(samp0, uv0 + float2(0, -2.5) * radius2);
  28.  
  29. bloom_sum *= 0.07;
  30. bloom_sum -= float4(0.3, 0.3, 0.3, 0.3);
  31. bloom_sum = max(bloom_sum, float4(0,0,0,0));
  32.  
  33. float2 vpos = (uv1 - float2(.5, .5)) * 2;
  34. float dist = (dot(vpos, vpos));
  35. dist = 1 - 0.0*dist;
  36.  
  37. ocol0 = (c_center * 0.7 + bloom_sum) * dist;
  38. }
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