blur2.gdshader 524 B

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  1. shader_type canvas_item;
  2. uniform float radius = 0.;
  3. float rand(vec2 co){
  4. //return 0.;
  5. return (fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453) - 0.5)*0.02;
  6. }
  7. void fragment() {
  8. vec3 col = vec3(0);
  9. for (int i = 0; i < 10; i++) {
  10. col+=texture(TEXTURE,
  11. SCREEN_UV
  12. +vec2(
  13. rand(SCREEN_UV+vec2(0,TIME-float(i))),
  14. rand(SCREEN_UV+vec2(0,TIME-float(i)-1200.))*1.5 //WHY? Idk.
  15. )
  16. ).rgb;
  17. }
  18. col/=10.0;
  19. COLOR.rgb = col;
  20. }