mirror of
https://github.com/SangeloDev/SangeFault.git
synced 2024-11-10 07:32:43 +00:00
a50683c84e
basically starting over... this is gonna be fun!
33 lines
817 B
GLSL
33 lines
817 B
GLSL
#version 150
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uniform sampler2D DiffuseSampler;
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in vec2 texCoord;
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in vec2 oneTexel;
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uniform vec2 InSize;
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uniform vec2 BlurDir;
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uniform float Radius;
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out vec4 fragColor;
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void main() {
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vec4 blurred = vec4(0.0);
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float totalStrength = 0.0;
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float totalAlpha = 0.0;
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float totalSamples = 0.0;
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for(float r = -Radius; r <= Radius; r += 1.0) {
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vec4 sampleValue = texture(DiffuseSampler, texCoord + oneTexel * r * BlurDir);
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// Accumulate average alpha
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totalAlpha = totalAlpha + sampleValue.a;
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totalSamples = totalSamples + 1.0;
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// Accumulate smoothed blur
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float strength = 1.0 - abs(r / Radius);
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totalStrength = totalStrength + strength;
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blurred = blurred + sampleValue;
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}
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fragColor = vec4(blurred.rgb / (Radius * 2.0 + 1.0), totalAlpha);
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}
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