armory/raw/blur_pass/blur_pass.frag.glsl
2016-08-13 20:38:45 +02:00

32 lines
849 B
GLSL

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