Files
Terrarum/assets/blur2.frag
minjaesong 1a0c48987d dat blur
2021-09-09 16:39:29 +09:00

37 lines
1.2 KiB
GLSL

#ifdef GL_ES
precision highp float;
#endif
varying vec4 v_color;
varying vec2 v_texCoords;
uniform sampler2D u_texture;
uniform vec2 iResolution;
uniform float flip;
uniform vec2 direction;
vec4 blur(sampler2D image, vec2 uv, vec2 resolution, vec2 direction) {
vec4 color = vec4(0.0);
vec2 off1 = vec2(1.411764705882353) * direction;
vec2 off2 = vec2(3.2941176470588234) * direction;
vec2 off3 = vec2(5.176470588235294) * direction;
color += texture2D(image, uv) * 0.1964825501511404;
color += texture2D(image, uv + (off1 / resolution)) * 0.2969069646728344;
color += texture2D(image, uv - (off1 / resolution)) * 0.2969069646728344;
color += texture2D(image, uv + (off2 / resolution)) * 0.09447039785044732;
color += texture2D(image, uv - (off2 / resolution)) * 0.09447039785044732;
color += texture2D(image, uv + (off3 / resolution)) * 0.010381362401148057;
color += texture2D(image, uv - (off3 / resolution)) * 0.010381362401148057;
return color;
}
void main() {
vec2 uv = vec2(gl_FragCoord.xy / iResolution.xy);
if (flip == 1.0) {
uv.y = 1.0 - uv.y;
}
gl_FragColor = blur(u_texture, uv, iResolution.xy, direction);
}