blur.fs 949 B

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  1. #version 330
  2. // Input vertex attributes (from vertex shader)
  3. in vec2 fragTexCoord;
  4. in vec4 fragColor;
  5. // Input uniform values
  6. uniform sampler2D texture0;
  7. uniform vec4 colDiffuse;
  8. // Output fragment color
  9. out vec4 finalColor;
  10. // NOTE: Add here your custom variables
  11. // NOTE: Render size values must be passed from code
  12. const float renderWidth = 800;
  13. const float renderHeight = 450;
  14. float offset[3] = float[](0.0, 1.3846153846, 3.2307692308);
  15. float weight[3] = float[](0.2270270270, 0.3162162162, 0.0702702703);
  16. void main()
  17. {
  18. // Texel color fetching from texture sampler
  19. vec3 texelColor = texture(texture0, fragTexCoord).rgb*weight[0];
  20. for (int i = 1; i < 3; i++)
  21. {
  22. texelColor += texture(texture0, fragTexCoord + vec2(offset[i])/renderWidth, 0.0).rgb*weight[i];
  23. texelColor += texture(texture0, fragTexCoord - vec2(offset[i])/renderWidth, 0.0).rgb*weight[i];
  24. }
  25. finalColor = vec4(texelColor, 1.0);
  26. }