diff --git a/src/k3bloom.c b/src/k3bloom.c index 960fdb4..fbf751e 100644 --- a/src/k3bloom.c +++ b/src/k3bloom.c @@ -32,8 +32,8 @@ int make_mb1() { if(!v) return 0; struct k3GLSLF *f = !k3IsCore ? k3ShaderGLSLF( - "#define THRESHOLD 0.7" "\n" - "#define FACTOR 0.08" "\n" + "#define THRESHOLD 0.6" "\n" + "#define FACTOR 0.07" "\n" "uniform sampler2D u_tex;" "\n" "varying vec2 v_uv;" "\n" "vec3 get_col(vec2 uv) {" "\n" @@ -57,8 +57,8 @@ int make_mb1() { "}" "\n" , NULL) : k3ShaderGLSLF( "#version 330\n" - "#define THRESHOLD 0.7" "\n" - "#define FACTOR 0.08" "\n" + "#define THRESHOLD 0.6" "\n" + "#define FACTOR 0.07" "\n" "uniform sampler2D u_tex;" "\n" "in vec2 v_uv;" "\n" "out vec4 fragcolor;" "\n" @@ -122,15 +122,15 @@ int make_mb2() { "}" "\n" "void main() {" "\n" " vec3 c = vec3(0);" "\n" - " c += 0.0020 * get_col(v_uv + vec2(0, -4.0 / 512.0));" "\n" - " c += 0.0060 * get_col(v_uv + vec2(0, -3.0 / 512.0));" "\n" - " c += 0.0606 * get_col(v_uv + vec2(0, -2.0 / 512.0));" "\n" - " c += 0.2417 * get_col(v_uv + vec2(0, -1.0 / 512.0));" "\n" - " c += 0.3829 * get_col(v_uv + vec2(0, +0.0 / 512.0));" "\n" - " c += 0.2417 * get_col(v_uv + vec2(0, +1.0 / 512.0));" "\n" - " c += 0.0606 * get_col(v_uv + vec2(0, +2.0 / 512.0));" "\n" - " c += 0.0060 * get_col(v_uv + vec2(0, +3.0 / 512.0));" "\n" - " c += 0.0020 * get_col(v_uv + vec2(0, +4.0 / 512.0));" "\n" + " c += 0.0020 * get_col(v_uv + vec2(0, -4.0 / 256.0));" "\n" + " c += 0.0060 * get_col(v_uv + vec2(0, -3.0 / 256.0));" "\n" + " c += 0.0606 * get_col(v_uv + vec2(0, -2.0 / 256.0));" "\n" + " c += 0.2417 * get_col(v_uv + vec2(0, -1.0 / 256.0));" "\n" + " c += 0.3829 * get_col(v_uv + vec2(0, +0.0 / 256.0));" "\n" + " c += 0.2417 * get_col(v_uv + vec2(0, +1.0 / 256.0));" "\n" + " c += 0.0606 * get_col(v_uv + vec2(0, +2.0 / 256.0));" "\n" + " c += 0.0060 * get_col(v_uv + vec2(0, +3.0 / 256.0));" "\n" + " c += 0.0020 * get_col(v_uv + vec2(0, +4.0 / 256.0));" "\n" " gl_FragColor = vec4(c, 1);" "\n" "}" "\n" , NULL) : k3ShaderGLSLF( @@ -144,15 +144,15 @@ int make_mb2() { "}" "\n" "void main() {" "\n" " vec3 c = vec3(0);" "\n" - " c += 0.0020 * get_col(v_uv + vec2(0, -4.0 / 512.0));" "\n" - " c += 0.0060 * get_col(v_uv + vec2(0, -3.0 / 512.0));" "\n" - " c += 0.0606 * get_col(v_uv + vec2(0, -2.0 / 512.0));" "\n" - " c += 0.2417 * get_col(v_uv + vec2(0, -1.0 / 512.0));" "\n" - " c += 0.3829 * get_col(v_uv + vec2(0, +0.0 / 512.0));" "\n" - " c += 0.2417 * get_col(v_uv + vec2(0, +1.0 / 512.0));" "\n" - " c += 0.0606 * get_col(v_uv + vec2(0, +2.0 / 512.0));" "\n" - " c += 0.0060 * get_col(v_uv + vec2(0, +3.0 / 512.0));" "\n" - " c += 0.0020 * get_col(v_uv + vec2(0, +4.0 / 512.0));" "\n" + " c += 0.0020 * get_col(v_uv + vec2(0, -4.0 / 256.0));" "\n" + " c += 0.0060 * get_col(v_uv + vec2(0, -3.0 / 256.0));" "\n" + " c += 0.0606 * get_col(v_uv + vec2(0, -2.0 / 256.0));" "\n" + " c += 0.2417 * get_col(v_uv + vec2(0, -1.0 / 256.0));" "\n" + " c += 0.3829 * get_col(v_uv + vec2(0, +0.0 / 256.0));" "\n" + " c += 0.2417 * get_col(v_uv + vec2(0, +1.0 / 256.0));" "\n" + " c += 0.0606 * get_col(v_uv + vec2(0, +2.0 / 256.0));" "\n" + " c += 0.0060 * get_col(v_uv + vec2(0, +3.0 / 256.0));" "\n" + " c += 0.0020 * get_col(v_uv + vec2(0, +4.0 / 256.0));" "\n" " fragcolor = vec4(c, 1);" "\n" "}" "\n" , NULL); @@ -237,7 +237,7 @@ int make_tonemapper() { "}" "\n" "vec3 get_col(vec2 uv) {" "\n" " vec3 col = texture2D(u_tex, uv).rgb;" "\n" - " col = toner(col, 0.80, 1.5);" "\n" + " col = toner(col, 0.80, 1.0);" "\n" " return col;" "\n" "}" "\n" "void main() {" "\n"