Files
loop/shader/blur.frag
T
2023-03-07 22:53:32 +00:00

39 lines
807 B
GLSL

#version 450 core
in vec2 vTexPos;
out vec4 fColor;
uniform vec2 winSize;
uniform sampler2D screenTexture;
const float hOff = 1.0 / winSize.x;
const float vOff = 1.0 / winSize.y;
//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[5] = float[](
0.175,
0.175,0.3,0.175,
0.175
);
const float off[5] = float[](
vOff,
-hOff,0.0,hOff,
-vOff
);
void main()
{
vec4 sampleTex[5];
for(int i=0; i<5; i++)
{
sampleTex[i] = vec4(texture(screenTexture, vTexPos + off[i]));
}
vec4 col = vec4(0,0,0,0);
for (int i = 0; i < 5; i++)
col += sampleTex[i] * kernel[i];
fColor = col;
}