Add blurring of lightmap (and refactoring)
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#version 430 core
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in vec2 vTexPos;
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out vec4 fColor;
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uniform vec2 winSize;
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uniform sampler2D screenTexture;
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const float horOff = 1.0 / winSize.x;
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//const float verOff = 1.0 / 600.0;
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//const float kernel[9] = float[](
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// 0.025,0.05,0.1, 0.2, 0.25, 0.2,0.1, 0.05, 0.025
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// 0.1,0.1,0.1,0.1,0.2,0.1,0.1,0.1,0.1
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// );
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const float kernel[3] = float[](
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0.25,0.5, 0.25
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);
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void main()
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{
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vec4 sampleTex[3];
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for(int i=0; i<3; i++)
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{
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sampleTex[i] = vec4(texture(screenTexture, vTexPos + vec2((i-1)*horOff,0)));
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}
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vec4 col = vec4(0,0,0,0);
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for (int i = 0; i < 3; i++)
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col += sampleTex[i] * kernel[i];
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fColor = col;
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}
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