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- uniform sampler2D tex;
- uniform vec2 pixel;
- // Gaussian separated blur with radius 3.
- out vec4 FragColor;
- void main()
- {
- vec2 uv = gl_FragCoord.xy * pixel;
- vec4 sum = vec4(0.0);
- float X = uv.x;
- float Y = uv.y;
- sum += texture(tex, vec2(X, Y - 3.0 * pixel.y)) * 0.03125;
- sum += texture(tex, vec2(X, Y - 1.3333 * pixel.y)) * 0.328125;
- sum += texture(tex, vec2(X, Y)) * 0.273438;
- sum += texture(tex, vec2(X, Y + 1.3333 * pixel.y)) * 0.328125;
- sum += texture(tex, vec2(X, Y + 3.0 * pixel.y)) * 0.03125;
- FragColor = sum;
- }
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