SangeFault/assets/minecraft/shaders/program/blur.fsh

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#version 150
uniform sampler2D DiffuseSampler;
in vec2 texCoord;
in vec2 oneTexel;
uniform vec2 InSize;
uniform vec2 BlurDir;
uniform float Radius;
out vec4 fragColor;
void main() {
vec4 blurred = vec4(0.0);
float totalStrength = 0.0;
float totalAlpha = 0.0;
float totalSamples = 0.0;
for(float r = -Radius; r <= Radius; r += 1.0) {
vec4 sampleValue = texture(DiffuseSampler, texCoord + oneTexel * r * BlurDir);
// Accumulate average alpha
totalAlpha = totalAlpha + sampleValue.a;
totalSamples = totalSamples + 1.0;
// Accumulate smoothed blur
float strength = 1.0 - abs(r / Radius);
totalStrength = totalStrength + strength;
blurred = blurred + sampleValue;
}
fragColor = vec4(blurred.rgb / (Radius * 2.0 + 1.0), totalAlpha);
}