2016-03-15 11:29:53 +01:00
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#version 450
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#ifdef GL_ES
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precision mediump float;
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#endif
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2016-03-22 12:04:08 +01:00
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uniform sampler2D tex;
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2016-06-21 13:29:27 +02:00
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2016-03-15 11:29:53 +01:00
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uniform vec2 dir;
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2016-06-21 13:29:27 +02:00
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uniform vec2 screenSize;
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2016-03-15 11:29:53 +01:00
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in vec2 texCoord;
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2016-10-12 17:52:27 +02:00
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out vec4 fragColor;
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2016-03-15 11:29:53 +01:00
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void main() {
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2016-04-20 19:35:22 +02:00
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vec2 step = dir / screenSize;
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2016-04-01 01:48:18 +02:00
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2016-08-07 01:43:21 +02:00
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vec3 result = texture(tex, texCoord + (step * 5.5)).rgb;
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result += texture(tex, texCoord + (step * 4.5)).rgb;
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result += texture(tex, texCoord + (step * 3.5)).rgb;
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result += texture(tex, texCoord + (step * 2.5)).rgb;
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result += texture(tex, texCoord + step * 1.5).rgb;
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2016-06-07 09:38:49 +02:00
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result += texture(tex, texCoord).rgb;
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2016-08-07 01:43:21 +02:00
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result += texture(tex, texCoord - step * 1.5).rgb;
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result += texture(tex, texCoord - (step * 2.5)).rgb;
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result += texture(tex, texCoord - (step * 3.5)).rgb;
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result += texture(tex, texCoord - (step * 4.5)).rgb;
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result += texture(tex, texCoord - (step * 5.5)).rgb;
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result /= vec3(11.0);
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2016-04-01 01:48:18 +02:00
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2016-10-12 17:52:27 +02:00
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fragColor.rgb = vec3(result);
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2016-03-15 11:29:53 +01:00
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}
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