Files
polypartiCL/shaders/blur3.fs
T
Alex Lardner d7890c9808 init commit
2026-07-04 19:08:19 -07:00

30 lines
667 B
GLSL

#version 330
in vec2 fragTexCoord;
in vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 diffuse;
uniform vec2 resolution;
uniform vec2 direction;
out vec4 outColor;
void main() {
vec2 texel = direction / resolution;
const float weight[5] = float[](
0.22027, 0.1945946, 0.1216216, 0.054054, 0.016216
);
vec4 color = texture(texture0, fragTexCoord) * weight[0];
for (int i = 1; i < 5; i++) {
vec2 offset = texel * float(i);
color += texture(texture0, fragTexCoord + offset) * weight[i];
color += texture(texture0, fragTexCoord - offset) * weight[i];
}
outColor = color * diffuse * fragColor;
}