47 lines
1.7 KiB
GLSL
Executable File
47 lines
1.7 KiB
GLSL
Executable File
varying vec4 vColor;
|
|
varying vec2 vTexCoord;
|
|
|
|
uniform sampler2D u_texture;
|
|
uniform vec2 resolution;
|
|
uniform float radius;
|
|
uniform int pass;
|
|
|
|
void main() {
|
|
//this will be our RGBA sum
|
|
vec4 sum = vec4(0.0);
|
|
|
|
//our original texcoord for this fragment
|
|
vec2 tc = vTexCoord;
|
|
|
|
//the amount to blur, i.e. how far off center to sample from
|
|
//1.0 -> blur by one pixel
|
|
//2.0 -> blur by two pixels, etc.
|
|
float blur = radius/resolution.y;
|
|
|
|
//the direction of our blur
|
|
//(1.0, 0.0) -> x-axis blur
|
|
//(0.0, 1.0) -> y-axis blur
|
|
float hstep = 1.0;
|
|
float vstep = 0.0;
|
|
|
|
if (pass == 1) {
|
|
hstep = 0.0;
|
|
vstep = 1.0;
|
|
}
|
|
|
|
sum += texture2D(u_texture, vec2(tc.x - 5.0*blur*hstep, tc.y - 5.0*blur*vstep)) * 0.014374;
|
|
sum += texture2D(u_texture, vec2(tc.x - 4.0*blur*hstep, tc.y - 4.0*blur*vstep)) * 0.035855;
|
|
sum += texture2D(u_texture, vec2(tc.x - 3.0*blur*hstep, tc.y - 3.0*blur*vstep)) * 0.072994;
|
|
sum += texture2D(u_texture, vec2(tc.x - 2.0*blur*hstep, tc.y - 2.0*blur*vstep)) * 0.121281;
|
|
sum += texture2D(u_texture, vec2(tc.x - 1.0*blur*hstep, tc.y - 1.0*blur*vstep)) * 0.164472;
|
|
|
|
sum += texture2D(u_texture, vec2(tc.x, tc.y)) * 0.182049;
|
|
|
|
sum += texture2D(u_texture, vec2(tc.x + 1.0*blur*hstep, tc.y + 1.0*blur*vstep)) * 0.164472;
|
|
sum += texture2D(u_texture, vec2(tc.x + 2.0*blur*hstep, tc.y + 2.0*blur*vstep)) * 0.121281;
|
|
sum += texture2D(u_texture, vec2(tc.x + 3.0*blur*hstep, tc.y + 3.0*blur*vstep)) * 0.072994;
|
|
sum += texture2D(u_texture, vec2(tc.x + 4.0*blur*hstep, tc.y + 4.0*blur*vstep)) * 0.035855;
|
|
sum += texture2D(u_texture, vec2(tc.x + 5.0*blur*hstep, tc.y + 5.0*blur*vstep)) * 0.014374;
|
|
|
|
gl_FragColor = vColor * vec4(sum.rgb, 1.0);
|
|
} |