Shine On: Adding a Bloom/Glow Shader [Snake Rewind Ep 7]

Опубликовано: 30 Август 2026
на канале: Let's Reinvent the Wheel
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✨ In Episode 7 of Snake Rewind we dive into post processing and implement a glowing bloom shader to give our game a punchy cinematic look.

We take inspiration from an article from https://learnopengl.com and implement it in Raylib using a multi pass blur pipeline. The result? Glowing food, radiant UI and a pixel perfect retro vibe.

🎮 What we cover:
Creating a brightness threshold pass
Applying multi pass Gaussian blur (horizontal and vertical passes)
Compositing blurred highlights with additive blending
Using multiple `RenderTexture2D` targets for clean post processing
Controlling bloom strength and softness

This effect gives the game visual depth and polish while keeping the aesthetic crisp and retro.

📺 Full Snake Rewind Series Playlist:    • Snake Rewind: Building a Retro Snake Game ...  
📖 Companion Blog Post: https://letsreinventthewheel.github.i...
🧠 Source code: https://github.com/letsreinventthewhe...

Snake Rewind isn't just a remake. It is Snake with a twist:
🐍 Clone snakes that retrace your path
✨ Retro shaders: bloom, scanlines, chromasep
🎮 Reactive UI, game feel, and juicy feedback
🎧 Music and SFX polish (hopefully we can find free sounds)

💬 Got questions? Drop a comment.
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📌 Want more projects like this? Subscribe and stay tuned...

00:00 Intro / goals of the episode
00:25 LearnOpenGL article about Bloom effect
02:05 Introducing new framebuffer
04:41 Flip framebuffer Y axis when drawing the texture
05:42 Threshold shader
13:10 Blur shader
23:50 Multi pass blur
25:42 Blending framebuffers
30:41 Stronger glow effect
32:32 Showing FPS

#shaders #raylib #coding #programming #gamedev #postprocessing