shader_type canvas_item; uniform sampler2D t0 : hint_screen_texture; uniform float bloom_spread = 1; uniform float bloom_intensity = 2; void fragment() { ivec2 size = textureSize(t0, 0); float uv_x = SCREEN_UV.x * float(size.x); float uv_y = SCREEN_UV.y * float(size.y); vec4 sum = vec4(0.0); for (int n = 0; n < 9; ++n) { uv_y = (SCREEN_UV.y * float(size.y)) + float(bloom_spread * float(n - 4)); vec4 h_sum = vec4(0.0); h_sum += texelFetch(t0, ivec2(int(uv_x) - int(4.0 * bloom_spread), int(uv_y)), 0); h_sum += texelFetch(t0, ivec2(int(uv_x) - int(3.0 * bloom_spread), int(uv_y)), 0); h_sum += texelFetch(t0, ivec2(int(uv_x) - int(2.0 * bloom_spread), int(uv_y)), 0); h_sum += texelFetch(t0, ivec2(int(uv_x) - int(bloom_spread), int(uv_y)), 0); h_sum += texelFetch(t0, ivec2(int(uv_x), int(uv_y)), 0); h_sum += texelFetch(t0, ivec2(int(uv_x) + int(bloom_spread), int(uv_y)), 0); h_sum += texelFetch(t0, ivec2(int(uv_x) + int(2.0 * bloom_spread), int(uv_y)), 0); h_sum += texelFetch(t0, ivec2(int(uv_x) + int(3.0 * bloom_spread), int(uv_y)), 0); h_sum += texelFetch(t0, ivec2(int(uv_x) + int(4.0 * bloom_spread), int(uv_y)), 0); sum += h_sum / 9.0; } COLOR = texture(t0, SCREEN_UV) + ((sum / 9.0) * bloom_intensity); }