armory/Shaders/blur_pass/blur_pass.frag.glsl
2017-12-13 14:44:21 +01:00

24 lines
817 B
GLSL

#version 450
uniform sampler2D tex;
uniform vec2 dirInv;
in vec2 texCoord;
out vec4 fragColor;
void main() {
fragColor.rgb = texture(tex, texCoord + (dirInv * 5.5)).rgb;
fragColor.rgb += texture(tex, texCoord + (dirInv * 4.5)).rgb;
fragColor.rgb += texture(tex, texCoord + (dirInv * 3.5)).rgb;
fragColor.rgb += texture(tex, texCoord + (dirInv * 2.5)).rgb;
fragColor.rgb += texture(tex, texCoord + dirInv * 1.5).rgb;
fragColor.rgb += texture(tex, texCoord).rgb;
fragColor.rgb += texture(tex, texCoord - dirInv * 1.5).rgb;
fragColor.rgb += texture(tex, texCoord - (dirInv * 2.5)).rgb;
fragColor.rgb += texture(tex, texCoord - (dirInv * 3.5)).rgb;
fragColor.rgb += texture(tex, texCoord - (dirInv * 4.5)).rgb;
fragColor.rgb += texture(tex, texCoord - (dirInv * 5.5)).rgb;
fragColor.rgb /= vec3(11.0);
}