I'm learning GLSL with ES 2.0 and I'm trying to write a glow fragment shader.
This is what I have right now:
for(float x = startX; x < endX; x += w) {
for(float y = startY; y < endY; y += h) {
px = texture2D(u_texture, vec2(x, y));
extra += px;
count++;
}
}
extra = clamp(extra / count, 0.0, 1.0);
The problem I'm getting is that I'm getting dark pixels near the edge of the texture. I believe it's because the pixel counts as (0.0, 0.0, 0.0, 0.0), which is a transparent black pixel, which darkens my image on the edges. Would it be possible to treat transparent pixels as white? Or is there a better way of implementing a glow?
Thanks!