Files
loop/shader/horizontalBlur.frag
T

31 lines
667 B
GLSL

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