armory/raw/blur_pass/blur_pass.frag.glsl

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#version 450
#ifdef GL_ES
precision mediump float;
#endif
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uniform sampler2D tex;
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uniform vec2 dir;
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uniform vec2 screenSize;
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in vec2 texCoord;
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out vec4 outColor;
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void main() {
vec2 step = dir / screenSize;
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vec3 result = texture(tex, texCoord + (step * 5.5)).rgb;
result += texture(tex, texCoord + (step * 4.5)).rgb;
result += texture(tex, texCoord + (step * 3.5)).rgb;
result += texture(tex, texCoord + (step * 2.5)).rgb;
result += texture(tex, texCoord + step * 1.5).rgb;
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result += texture(tex, texCoord).rgb;
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result += texture(tex, texCoord - step * 1.5).rgb;
result += texture(tex, texCoord - (step * 2.5)).rgb;
result += texture(tex, texCoord - (step * 3.5)).rgb;
result += texture(tex, texCoord - (step * 4.5)).rgb;
result += texture(tex, texCoord - (step * 5.5)).rgb;
result /= vec3(11.0);
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outColor.rgb = vec3(result);
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}