How to get a "Glow" shader effect in OpenGL ES 2.0? How to get a "Glow" shader effect in OpenGL ES 2.0? ios ios

How to get a "Glow" shader effect in OpenGL ES 2.0?


First of all there are tons of algorithms and techniques to generate a glow effect.I just want to present one possibility.

Create a Material that is luminescent.For this I use a modified Blinn-Phong light model, where the direction to the light source is always the inverse direction of the normal vector of the fragment.

varying vec3 vertPos;varying vec3 vertNV;varying vec3 vertCol;uniform float u_glow;void main(){    vec3 color = vertCol;    float shininess = 10.0;    vec3  normalV = normalize( vertNV );    vec3  eyeV    = normalize( -vertPos );    vec3  halfV   = normalize( eyeV + normalV );    float NdotH   = max( 0.0, dot( normalV, halfV ) );    float glowFac = ( shininess + 2.0 ) * pow( NdotH, shininess ) / ( 2.0 * 3.14159265 );    gl_FragColor = vec4( u_glow * (0.1 + color.rgb * glowFac * 0.5), 1.0 );}

In a second step a gaussian blur algorithm is performed on the output. The scene is written to frame buffer with a texture bound to the color plane. A screen space pass uses the texture as the input to blur the output.
For performance reasons, the blur algorithm is first performed along the X-axis of the viewport and in a further step along the Y-axis of the viewport.

varying vec2 vertPos;uniform sampler2D u_textureCol;uniform vec2 u_textureSize;uniform float u_sigma;uniform int u_width;float CalcGauss( float x, float sigma ) {  float coeff = 1.0 / (2.0 * 3.14157 * sigma);  float expon = -(x*x) / (2.0 * sigma);  return (coeff*exp(expon));}void main(){    vec2 texC = vertPos.st * 0.5 + 0.5;    vec4 texCol = texture( u_textureCol, texC );    vec4 gaussCol = vec4( texCol.rgb, 1.0 );    vec2 step = 1.0 / u_textureSize;    for ( int i = 1; i <= u_width; ++ i )    {        vec2 actStep = vec2( float(i) * step.x, 0.0 );   // this is for the X-axis        // vec2 actStep = vec2( 0.0, float(i) * step.y );   this would be for the Y-axis        float weight = CalcGauss( float(i) / float(u_width), u_sigma );        texCol = texture2D( u_textureCol, texC + actStep );            gaussCol += vec4( texCol.rgb * weight, weight );        texCol = texture2D( u_textureCol, texC - actStep );        gaussCol += vec4( texCol.rgb * weight, weight );    }    gaussCol.rgb /= gaussCol.w;    gl_FragColor = vec4( gaussCol.rgb, 1.0 );}

For the implementation of a blur algorithm see also the answer to the questions:

See the following similar WebGL example which puts all together:

var readInput = true;function changeEventHandler(event){    readInput = true;}  (function loadscene() {    var resize, gl, progDraw, progBlurX, progPost, vp_size, blurFB;  var bufCube = {};  var bufQuad = {};  var shininess = 10.0;  var glow = 10.0;  var sigma = 0.8;    function render(delteMS){      //if ( readInput ) {          readInput = false;          var sliderScale = 100;          shininess = document.getElementById( "shine" ).value;          glow      = document.getElementById( "glow" ).value / sliderScale;          sigma     = document.getElementById( "sigma" ).value / sliderScale;      //}      Camera.create();      Camera.vp = vp_size;                gl.enable( gl.DEPTH_TEST );      gl.clearColor( 0.0, 0.0, 0.0, 1.0 );      gl.clear( gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT );      // set up framebuffer      gl.bindFramebuffer( gl.FRAMEBUFFER, blurFB[0] );      gl.viewport( 0, 0, blurFB[0].width, blurFB[0].height );      gl.clear( gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT );        // set up draw shader      ShaderProgram.Use( progDraw.prog );      ShaderProgram.SetUniformM44( progDraw.prog, "u_projectionMat44", Camera.Perspective() );      ShaderProgram.SetUniformM44( progDraw.prog, "u_viewMat44", Camera.LookAt() );      var modelMat = IdentityMat44()      modelMat = RotateAxis( modelMat, CalcAng( delteMS, 13.0 ), 0 );      modelMat = RotateAxis( modelMat, CalcAng( delteMS, 17.0 ), 1 );      ShaderProgram.SetUniformM44( progDraw.prog, "u_modelMat44", modelMat );      ShaderProgram.SetUniformF1( progDraw.prog, "u_shininess", shininess );      ShaderProgram.SetUniformF1( progDraw.prog, "u_glow", glow );            // draw scene      VertexBuffer.Draw( bufCube );      // set blur-X framebuffer and bind frambuffer texture      gl.bindFramebuffer( gl.FRAMEBUFFER, blurFB[1] );      gl.viewport( 0, 0, blurFB[1].width, blurFB[1].height );      gl.clear( gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT );      var texUnit = 1;      gl.activeTexture( gl.TEXTURE0 + texUnit );      gl.bindTexture( gl.TEXTURE_2D, blurFB[0].color0_texture );      // set up blur-X shader      ShaderProgram.Use( progBlurX.prog );      ShaderProgram.SetUniformI1( progBlurX.prog , "u_texture", texUnit )      ShaderProgram.SetUniformF2( progBlurX.prog , "u_textureSize", vp_size );      ShaderProgram.SetUniformF1( progBlurX.prog , "u_sigma", sigma )      // draw full screen space      gl.enableVertexAttribArray( progBlurX.inPos );      gl.bindBuffer( gl.ARRAY_BUFFER, bufQuad.pos );      gl.vertexAttribPointer( progBlurX.inPos, 2, gl.FLOAT, false, 0, 0 );       gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, bufQuad.inx );      gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 );      gl.disableVertexAttribArray( progBlurX.inPos );      // reset framebuffer and bind frambuffer texture      gl.bindFramebuffer( gl.FRAMEBUFFER, null );      gl.viewport( 0, 0, vp_size[0], vp_size[1] );      gl.clear( gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT );      texUnit = 2;      gl.activeTexture( gl.TEXTURE0 + texUnit );      gl.bindTexture( gl.TEXTURE_2D, blurFB[1].color0_texture );      // set up pst process shader      ShaderProgram.Use( progPost.prog );      ShaderProgram.SetUniformI1( progPost.prog, "u_texture", texUnit )      ShaderProgram.SetUniformF2( progPost.prog, "u_textureSize", vp_size );      ShaderProgram.SetUniformF1( progPost.prog, "u_sigma", sigma );      // draw full screen space      gl.enableVertexAttribArray( progPost.inPos );      gl.bindBuffer( gl.ARRAY_BUFFER, bufQuad.pos );      gl.vertexAttribPointer( progPost.inPos, 2, gl.FLOAT, false, 0, 0 );       gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, bufQuad.inx );      gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 );      gl.disableVertexAttribArray( progPost.inPos );      requestAnimationFrame(render);  }    function resize() {      //vp_size = [gl.drawingBufferWidth, gl.drawingBufferHeight];      vp_size = [window.innerWidth, window.innerHeight]      canvas.width = vp_size[0];      canvas.height = vp_size[1];      var fbsize = Math.max(vp_size[0], vp_size[1])-1;      fbsize = 1 << 31 - Math.clz32(fbsize); // nearest power of 2      fbsize = fbsize * 2      blurFB = [];      for ( var i = 0; i < 2; ++ i ) {          fb = gl.createFramebuffer();          fb.width = fbsize;          fb.height = fbsize;          gl.bindFramebuffer( gl.FRAMEBUFFER, fb );          fb.color0_texture = gl.createTexture();          gl.bindTexture( gl.TEXTURE_2D, fb.color0_texture );          gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST );          gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST );          gl.texImage2D( gl.TEXTURE_2D, 0, gl.RGBA, fb.width, fb.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null );          fb.renderbuffer = gl.createRenderbuffer();          gl.bindRenderbuffer( gl.RENDERBUFFER, fb.renderbuffer );          gl.renderbufferStorage( gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, fb.width, fb.height );          gl.framebufferTexture2D( gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, fb.color0_texture, 0 );          gl.framebufferRenderbuffer( gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, fb.renderbuffer );          gl.bindTexture( gl.TEXTURE_2D, null );          gl.bindRenderbuffer( gl.RENDERBUFFER, null );          gl.bindFramebuffer( gl.FRAMEBUFFER, null );          blurFB.push( fb );      }  }    function initScene() {        canvas = document.getElementById( "canvas");      gl = canvas.getContext( "experimental-webgl" );      if ( !gl )        return null;        progDraw = {}      progDraw.prog = ShaderProgram.Create(         [ { source : "draw-shader-vs", stage : gl.VERTEX_SHADER },          { source : "draw-shader-fs", stage : gl.FRAGMENT_SHADER }        ] );      if ( !progDraw.prog )          return null;      progDraw.inPos = gl.getAttribLocation( progDraw.prog, "inPos" );      progDraw.inNV  = gl.getAttribLocation( progDraw.prog, "inNV" );      progDraw.inCol = gl.getAttribLocation( progDraw.prog, "inCol" );      progBlurX = {}      progBlurX.prog = ShaderProgram.Create(         [ { source : "post-shader-vs", stage : gl.VERTEX_SHADER },          { source : "blurX-shader-fs", stage : gl.FRAGMENT_SHADER }        ] );      progBlurX.inPos = gl.getAttribLocation( progBlurX.prog, "inPos" );      if ( !progBlurX.prog )          return;          progPost = {}      progPost.prog = ShaderProgram.Create(         [ { source : "post-shader-vs", stage : gl.VERTEX_SHADER },          { source : "blurY-shader-fs", stage : gl.FRAGMENT_SHADER }        ] );      progPost.inPos = gl.getAttribLocation( progPost.prog, "inPos" );      if ( !progPost.prog )          return;            // create cube      var cubePos = [        -1.0, -1.0,  1.0,  1.0, -1.0,  1.0,  1.0,  1.0,  1.0, -1.0,  1.0,  1.0,        -1.0, -1.0, -1.0,  1.0, -1.0, -1.0,  1.0,  1.0, -1.0, -1.0,  1.0, -1.0 ];      var cubeCol = [ 1.0, 0.0, 0.0, 1.0, 0.5, 0.0, 1.0, 0.0, 1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0 ];      var cubeHlpInx = [ 0, 1, 2, 3, 1, 5, 6, 2, 5, 4, 7, 6, 4, 0, 3, 7, 3, 2, 6, 7, 1, 0, 4, 5 ];        var cubePosData = [];      for ( var i = 0; i < cubeHlpInx.length; ++ i ) {        cubePosData.push( cubePos[cubeHlpInx[i]*3], cubePos[cubeHlpInx[i]*3+1], cubePos[cubeHlpInx[i]*3+2] );      }      var cubeNVData = [];      for ( var i1 = 0; i1 < cubeHlpInx.length; i1 += 4 ) {      var nv = [0, 0, 0];      for ( i2 = 0; i2 < 4; ++ i2 ) {          var i = i1 + i2;          nv[0] += cubePosData[i*3]; nv[1] += cubePosData[i*3+1]; nv[2] += cubePosData[i*3+2];      }      for ( i2 = 0; i2 < 4; ++ i2 )        cubeNVData.push( nv[0], nv[1], nv[2] );      }      var cubeColData = [];      for ( var is = 0; is < 6; ++ is ) {        for ( var ip = 0; ip < 4; ++ ip ) {         cubeColData.push( cubeCol[is*3], cubeCol[is*3+1], cubeCol[is*3+2] );         }      }      var cubeInxData = [];      for ( var i = 0; i < cubeHlpInx.length; i += 4 ) {        cubeInxData.push( i, i+1, i+2, i, i+2, i+3 );         }      bufCube = VertexBuffer.Create(      [ { data : cubePosData, attrSize : 3, attrLoc : progDraw.inPos },        { data : cubeNVData,  attrSize : 3, attrLoc : progDraw.inNV },        { data : cubeColData, attrSize : 3, attrLoc : progDraw.inCol } ],        cubeInxData );      bufQuad.pos = gl.createBuffer();      gl.bindBuffer( gl.ARRAY_BUFFER, bufQuad.pos );      gl.bufferData( gl.ARRAY_BUFFER, new Float32Array( [ -1.0, -1.0, 1.0, -1.0, 1.0, 1.0, -1.0, 1.0 ] ), gl.STATIC_DRAW );      bufQuad.inx = gl.createBuffer();      gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, bufQuad.inx );      gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, new Uint16Array( [ 0, 1, 2, 0, 2, 3 ] ), gl.STATIC_DRAW );                window.onresize = resize;      resize();      requestAnimationFrame(render);  }    function Fract( val ) {       return val - Math.trunc( val );  }  function CalcAng( deltaTime, intervall ) {      return Fract( deltaTime / (1000*intervall) ) * 2.0 * Math.PI;  }  function CalcMove( deltaTime, intervall, range ) {      var pos = self.Fract( deltaTime / (1000*intervall) ) * 2.0      var pos = pos < 1.0 ? pos : (2.0-pos)      return range[0] + (range[1] - range[0]) * pos;  }      function EllipticalPosition( a, b, angRag ) {      var a_b = a * a - b * b      var ea = (a_b <= 0) ? 0 : Math.sqrt( a_b );      var eb = (a_b >= 0) ? 0 : Math.sqrt( -a_b );      return [ a * Math.sin( angRag ) - ea, b * Math.cos( angRag ) - eb, 0 ];  }    glArrayType = typeof Float32Array !="undefined" ? Float32Array : ( typeof WebGLFloatArray != "undefined" ? WebGLFloatArray : Array );    function IdentityMat44() {    var m = new glArrayType(16);    m[0]  = 1; m[1]  = 0; m[2]  = 0; m[3]  = 0;    m[4]  = 0; m[5]  = 1; m[6]  = 0; m[7]  = 0;    m[8]  = 0; m[9]  = 0; m[10] = 1; m[11] = 0;    m[12] = 0; m[13] = 0; m[14] = 0; m[15] = 1;    return m;  };    function RotateAxis(matA, angRad, axis) {      var aMap = [ [1, 2], [2, 0], [0, 1] ];      var a0 = aMap[axis][0], a1 = aMap[axis][1];       var sinAng = Math.sin(angRad), cosAng = Math.cos(angRad);      var matB = new glArrayType(16);      for ( var i = 0; i < 16; ++ i ) matB[i] = matA[i];      for ( var i = 0; i < 3; ++ i ) {          matB[a0*4+i] = matA[a0*4+i] * cosAng + matA[a1*4+i] * sinAng;          matB[a1*4+i] = matA[a0*4+i] * -sinAng + matA[a1*4+i] * cosAng;      }      return matB;  }    function Cross( a, b ) { return [ a[1] * b[2] - a[2] * b[1], a[2] * b[0] - a[0] * b[2], a[0] * b[1] - a[1] * b[0], 0.0 ]; }  function Dot( a, b ) { return a[0]*b[0] + a[1]*b[1] + a[2]*b[2]; }  function Normalize( v ) {      var len = Math.sqrt( v[0] * v[0] + v[1] * v[1] + v[2] * v[2] );      return [ v[0] / len, v[1] / len, v[2] / len ];  }    var Camera = {};  Camera.create = function() {      this.pos    = [0, 3, 0.0];      this.target = [0, 0, 0];      this.up     = [0, 0, 1];      this.fov_y  = 90;      this.vp     = [800, 600];      this.near   = 0.5;      this.far    = 100.0;  }  Camera.Perspective = function() {      var fn = this.far + this.near;      var f_n = this.far - this.near;      var r = this.vp[0] / this.vp[1];      var t = 1 / Math.tan( Math.PI * this.fov_y / 360 );      var m = IdentityMat44();      m[0]  = t/r; m[1]  = 0; m[2]  =  0;                              m[3]  = 0;      m[4]  = 0;   m[5]  = t; m[6]  =  0;                              m[7]  = 0;      m[8]  = 0;   m[9]  = 0; m[10] = -fn / f_n;                       m[11] = -1;      m[12] = 0;   m[13] = 0; m[14] = -2 * this.far * this.near / f_n; m[15] =  0;      return m;  }  Camera.LookAt = function() {      var mz = Normalize( [ this.pos[0]-this.target[0], this.pos[1]-this.target[1], this.pos[2]-this.target[2] ] );      var mx = Normalize( Cross( this.up, mz ) );      var my = Normalize( Cross( mz, mx ) );      var tx = Dot( mx, this.pos );      var ty = Dot( my, this.pos );      var tz = Dot( [-mz[0], -mz[1], -mz[2]], this.pos );       var m = IdentityMat44();      m[0]  = mx[0]; m[1]  = my[0]; m[2]  = mz[0]; m[3]  = 0;      m[4]  = mx[1]; m[5]  = my[1]; m[6]  = mz[1]; m[7]  = 0;      m[8]  = mx[2]; m[9]  = my[2]; m[10] = mz[2]; m[11] = 0;      m[12] = tx;    m[13] = ty;    m[14] = tz;    m[15] = 1;       return m;  }     var ShaderProgram = {};  ShaderProgram.Create = function( shaderList ) {      var shaderObjs = [];      for ( var i_sh = 0; i_sh < shaderList.length; ++ i_sh ) {          var shderObj = this.CompileShader( shaderList[i_sh].source, shaderList[i_sh].stage );          if ( shderObj == 0 )              return 0;          shaderObjs.push( shderObj );      }      var progObj = this.LinkProgram( shaderObjs )      if ( progObj != 0 ) {          progObj.attribIndex = {};          var noOfAttributes = gl.getProgramParameter( progObj, gl.ACTIVE_ATTRIBUTES );          for ( var i_n = 0; i_n < noOfAttributes; ++ i_n ) {              var name = gl.getActiveAttrib( progObj, i_n ).name;              progObj.attribIndex[name] = gl.getAttribLocation( progObj, name );          }          progObj.unifomLocation = {};          var noOfUniforms = gl.getProgramParameter( progObj, gl.ACTIVE_UNIFORMS );          for ( var i_n = 0; i_n < noOfUniforms; ++ i_n ) {              var name = gl.getActiveUniform( progObj, i_n ).name;              progObj.unifomLocation[name] = gl.getUniformLocation( progObj, name );          }      }      return progObj;  }  ShaderProgram.AttributeIndex = function( progObj, name ) { return progObj.attribIndex[name]; }   ShaderProgram.UniformLocation = function( progObj, name ) { return progObj.unifomLocation[name]; }   ShaderProgram.Use = function( progObj ) { gl.useProgram( progObj ); }   ShaderProgram.SetUniformI1  = function( progObj, name, val ) { if(progObj.unifomLocation[name]) gl.uniform1i( progObj.unifomLocation[name], val ); }  ShaderProgram.SetUniformF1  = function( progObj, name, val ) { if(progObj.unifomLocation[name]) gl.uniform1f( progObj.unifomLocation[name], val ); }  ShaderProgram.SetUniformF2  = function( progObj, name, arr ) { if(progObj.unifomLocation[name]) gl.uniform2fv( progObj.unifomLocation[name], arr ); }  ShaderProgram.SetUniformF3  = function( progObj, name, arr ) { if(progObj.unifomLocation[name]) gl.uniform3fv( progObj.unifomLocation[name], arr ); }  ShaderProgram.SetUniformF4  = function( progObj, name, arr ) { if(progObj.unifomLocation[name]) gl.uniform4fv( progObj.unifomLocation[name], arr ); }  ShaderProgram.SetUniformM33 = function( progObj, name, mat ) { if(progObj.unifomLocation[name]) gl.uniformMatrix3fv( progObj.unifomLocation[name], false, mat ); }  ShaderProgram.SetUniformM44 = function( progObj, name, mat ) { if(progObj.unifomLocation[name]) gl.uniformMatrix4fv( progObj.unifomLocation[name], false, mat ); }  ShaderProgram.CompileShader = function( source, shaderStage ) {      var shaderScript = document.getElementById(source);      if (shaderScript)        source = shaderScript.text;      var shaderObj = gl.createShader( shaderStage );      gl.shaderSource( shaderObj, source );      gl.compileShader( shaderObj );      var status = gl.getShaderParameter( shaderObj, gl.COMPILE_STATUS );      if ( !status ) alert(gl.getShaderInfoLog(shaderObj));      return status ? shaderObj : null;  }   ShaderProgram.LinkProgram = function( shaderObjs ) {      var prog = gl.createProgram();      for ( var i_sh = 0; i_sh < shaderObjs.length; ++ i_sh )          gl.attachShader( prog, shaderObjs[i_sh] );      gl.linkProgram( prog );      status = gl.getProgramParameter( prog, gl.LINK_STATUS );      if ( !status ) alert("Could not initialise shaders");      gl.useProgram( null );      return status ? prog : null;  }    var VertexBuffer = {};  VertexBuffer.Create = function( attributes, indices ) {      var buffer = {};      buffer.buf = [];      buffer.attr = []      for ( var i = 0; i < attributes.length; ++ i ) {          buffer.buf.push( gl.createBuffer() );          buffer.attr.push( { size : attributes[i].attrSize, loc : attributes[i].attrLoc } );          gl.bindBuffer( gl.ARRAY_BUFFER, buffer.buf[i] );          gl.bufferData( gl.ARRAY_BUFFER, new Float32Array( attributes[i].data ), gl.STATIC_DRAW );      }      buffer.inx = gl.createBuffer();      gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, buffer.inx );      gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, new Uint16Array( indices ), gl.STATIC_DRAW );      buffer.inxLen = indices.length;      gl.bindBuffer( gl.ARRAY_BUFFER, null );      gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, null );      return buffer;  }  VertexBuffer.Draw = function( bufObj ) {    for ( var i = 0; i < bufObj.buf.length; ++ i ) {          gl.bindBuffer( gl.ARRAY_BUFFER, bufObj.buf[i] );          gl.vertexAttribPointer( bufObj.attr[i].loc, bufObj.attr[i].size, gl.FLOAT, false, 0, 0 );          gl.enableVertexAttribArray( bufObj.attr[i].loc );      }      gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, bufObj.inx );      gl.drawElements( gl.TRIANGLES, bufObj.inxLen, gl.UNSIGNED_SHORT, 0 );      for ( var i = 0; i < bufObj.buf.length; ++ i )         gl.disableVertexAttribArray( bufObj.attr[i].loc );      gl.bindBuffer( gl.ARRAY_BUFFER, null );      gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, null );  }    initScene();  })();
html,body {    height: 100%;    width: 100%;    margin: 0;    overflow: hidden;}#gui {    position : absolute;    top : 0;    left : 0;}
<script id="draw-shader-vs" type="x-shader/x-vertex">    precision highp float;        attribute vec3 inPos;    attribute vec3 inNV;    attribute vec3 inCol;      varying vec3 vertPos;    varying vec3 vertNV;    varying vec3 vertCol;        uniform mat4 u_projectionMat44;    uniform mat4 u_viewMat44;    uniform mat4 u_modelMat44;        void main()    {           mat4 mv       = u_viewMat44 * u_modelMat44;         vertCol       = inCol;        vertNV        = normalize(mat3(mv) * inNV);        vec4 viewPos  = mv * vec4( inPos, 1.0 );        vertPos       = viewPos.xyz;        gl_Position   = u_projectionMat44 * viewPos;    }</script>  <script id="draw-shader-fs" type="x-shader/x-fragment">    precision mediump float;    varying vec3 vertPos;    varying vec3 vertNV;    varying vec3 vertCol;        uniform float u_shininess;    uniform float u_glow;        void main()    {        vec3 color = vertCol;        vec3  normalV  = normalize( vertNV );        vec3  eyeV     = normalize( -vertPos );        vec3  halfV    = normalize( eyeV + normalV );        float NdotH    = max( 0.0, dot( normalV, halfV ) );        float shineFac = ( u_shininess + 2.0 ) * pow( NdotH, u_shininess ) / ( 2.0 * 3.14159265 );        gl_FragColor   = vec4( u_glow*0.1 + color.rgb * u_glow * shineFac * 0.5, 1.0 );    } </script>  <script id="post-shader-vs" type="x-shader/x-vertex">    precision mediump float;        attribute vec2 inPos;        varying   vec2 pos;        void main()    {        pos = inPos;        gl_Position = vec4( inPos, 0.0, 1.0 );    }</script>    <script id="blurX-shader-fs" type="x-shader/x-fragment">    precision mediump float;        varying vec2 pos;        uniform sampler2D u_texture;    uniform vec2      u_textureSize;    uniform float     u_sigma;        float CalcGauss( float x, float sigma )    {      float coeff = 1.0 / (2.0 * 3.14157 * sigma);      float expon = -(x*x) / (2.0 * sigma);      return (coeff*exp(expon));    }        void main()    {        vec2 texC = pos.st * 0.5 + 0.5;        vec4 texCol = texture2D( u_texture, texC );        vec4 gaussCol = vec4( texCol.rgb, 1.0 );        float stepX = 1.0 / u_textureSize.x;        for ( int i = 1; i <= 20; ++ i )        {            float weight = CalcGauss( float(i) / 32.0, u_sigma * 0.5 );            texCol = texture2D( u_texture, texC + vec2( float(i) * stepX, 0.0 ) );            gaussCol += vec4( texCol.rgb * weight, weight );            texCol = texture2D( u_texture, texC - vec2( float(i) * stepX, 0.0 ) );            gaussCol += vec4( texCol.rgb * weight, weight );        }        gaussCol.rgb /= gaussCol.w;        gl_FragColor = vec4( gaussCol.rgb, 1.0 );    }</script>    <script id="blurY-shader-fs" type="x-shader/x-fragment">    precision mediump float;        varying vec2 pos;        uniform sampler2D u_texture;    uniform vec2      u_textureSize;    uniform float     u_sigma;        float CalcGauss( float x, float sigma )    {      float coeff = 1.0 / (2.0 * 3.14157 * sigma);      float expon = -(x*x) / (2.0 * sigma);      return (coeff*exp(expon));    }        void main()    {        vec2 texC = pos.st * 0.5 + 0.5;        vec4 texCol = texture2D( u_texture, texC );        vec4 gaussCol = vec4( texCol.rgb, 1.0 );        float stepY = 1.0 / u_textureSize.y;        for ( int i = 1; i <= 20; ++ i )        {            float weight = CalcGauss( float(i) / 32.0, u_sigma * 0.5 );            texCol = texture2D( u_texture, texC + vec2( 0.0, float(i) * stepY ) );            gaussCol += vec4( texCol.rgb * weight, weight );            texCol = texture2D( u_texture, texC - vec2( 0.0, float(i) * stepY ) );            gaussCol += vec4( texCol.rgb * weight, weight );        }        vec3 hdrCol = 2.0 * gaussCol.xyz / gaussCol.w;        vec3 mappedCol = vec3( 1.0 ) - exp( -hdrCol.rgb * 3.0 );        gl_FragColor = vec4( clamp( mappedCol.rgb, 0.0, 1.0 ), 1.0 );    }</script><div>    <form id="gui" name="inputs">        <table>            <tr> <td> <font color= #CCF>shininess</font> </td>                  <td> <input type="range" id="shine" min="0" max="50" value="10" onchange="changeEventHandler(event);"/></td> </tr>            <tr> <td> <font color= #CCF>glow</font> </td>                  <td> <input type="range" id="glow" min="100" max="400" value="250" onchange="changeEventHandler(event);"/></td> </tr>            <tr> <td> <font color= #CCF>blur</font> </td>                  <td> <input type="range" id="sigma" min="1" max="100" value="60" onchange="changeEventHandler(event);"/></td> </tr>        </table>    </form></div><canvas id="canvas" style="border: none;" width="100%" height="100%"></canvas>