So I have a rather simple real-time 2d game that I am trying to add some nice glow to. To take it down to its most basic form it is simply circles and lies drawn on a black surface. And if you consider the scene from a hsv color space perspective all colors (except for black) have a "v" value of 100%.
Currently I have a sort of "accumulation" buffer where the current frame is joined with the previous frame. It works by using two off-screen buffers and a black texture.
- Buffer one activated-------------
- Lines and dots drawn
- Buffer one deactivated
- Buffer two activated-------------
- Buffer two contents drawn as a ful screen quad
- Black texture drawn with slight transparency over full screen
- Buffer one contents drawn
- Buffer two deactivated
- On Screen buffer activated-------
- Buffer two's contents drawn to screen
Right now all "lag" by far comes from latency on the cpu. The GPU handles all of this really well.
So I was thinking of maybe trying to spice things up abit by adding a glow effect to things. I was thinking perhaps for step 10 instead of using a regular texture shader, I could use one that draws the texture except with glow!
Unfortunately I am a bit confused on how to do this. Here are some reasons
- Blur stuff. Mostly that some people claim that a Gaussian blur can be done real-time while others say you shouldn't. Also people mention another type of blur called a "focus" blur that I dont know what it is.
- Most of the examples I can find use XNA. I need to have one that is written in a shader language that is like OpenGL es 2.0.
- Some people call it glow, others call it bloom
- Different blending modes? can be used to add the glow to the original texture.
- How to combine vertical and horizontal blur? Perhaps in one draw call?
Anyway the process as I understand it for rendering glow is thus
- Cut out dark data from it
- Blur the light data (using Gaussian?)
- Blend the light data on-top of the original (screen blending?)
So far I have gotten to the point where I have a shader that draws a texture. What does my next step look like?
//Vertex
percision highp float;
attrivute vec2 positionCoords;
attribute vec2 textureCoords;
uniform mat4 matrix;
uniform float alpha;
varying vec2 v_texcoord;
varying float o_alpha;
void main()
{
gl_Position = matrix * vec4(positionCoords, 0.0, 1.0);
v_texcoord = textureCoords.xy;
o_alpha = alpha;
}
//Fragment
varying vec2 v_texcoord;
uniform sampler2D s_texture;
varying float o_alpha;
void main()
{
vec4 color = texture2D(s_texture, v_texcoord);
gl_FragColor = vec4(color.r, color.g, color.b, color.a - o_alpha);
}
Also is this a feasible thing to do in real-time?
Edit: I probably want to do a 5px or less blur