raylib/shaders/glsl100/blur.fs
2016-05-18 12:04:27 +02:00

33 lines
867 B
GLSL

#version 100
precision mediump float;
// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
varying vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
uniform vec4 fragTintColor;
// NOTE: Add here your custom variables
const float renderWidth = 1280;
const float renderHeight = 720;
float offset[3] = float[]( 0.0, 1.3846153846, 3.2307692308 );
float weight[3] = float[]( 0.2270270270, 0.3162162162, 0.0702702703 );
void main()
{
// Texel color fetching from texture sampler
vec3 tc = texture2D(texture0, fragTexCoord).rgb*weight[0];
for (int i = 1; i < 3; i++)
{
tc += texture2D(texture0, fragTexCoord + vec2(offset[i])/renderWidth, 0.0).rgb*weight[i];
tc += texture2D(texture0, fragTexCoord - vec2(offset[i])/renderWidth, 0.0).rgb*weight[i];
}
gl_FragColor = vec4(tc, 1.0);
}