pp_vblur_vs.glsl 1.6 KB

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  1. /* VBlurVertexShader.glsl */
  2. attribute vec3 position;
  3. attribute vec4 color;
  4. attribute vec2 uv;
  5. uniform mediump float step;
  6. varying mediump vec4 v_color;
  7. varying mediump vec2 v_texCoord;
  8. varying mediump vec2 v_blurTexCoords0;
  9. varying mediump vec2 v_blurTexCoords1;
  10. varying mediump vec2 v_blurTexCoords2;
  11. varying mediump vec2 v_blurTexCoords3;
  12. varying mediump vec2 v_blurTexCoords4;
  13. varying mediump vec2 v_blurTexCoords5;
  14. varying mediump vec2 v_blurTexCoords6;
  15. varying mediump vec2 v_blurTexCoords7;
  16. varying mediump vec2 v_blurTexCoords8;
  17. varying mediump vec2 v_blurTexCoords9;
  18. varying mediump vec2 v_blurTexCoords10;
  19. varying mediump vec2 v_blurTexCoords11;
  20. varying mediump vec2 v_blurTexCoords12;
  21. varying mediump vec2 v_blurTexCoords13;
  22. void main()
  23. {
  24. gl_Position = vec4(position.xy, 0, 1.0);
  25. mediump float z = step;
  26. v_color = color;
  27. v_texCoord = uv;
  28. v_blurTexCoords0 = v_texCoord + vec2(0.0, -z * 7.0);
  29. v_blurTexCoords1 = v_texCoord + vec2(0.0, -z * 6.0);
  30. v_blurTexCoords2 = v_texCoord + vec2(0.0, -z * 5.0);
  31. v_blurTexCoords3 = v_texCoord + vec2(0.0, -z * 4.0);
  32. v_blurTexCoords4 = v_texCoord + vec2(0.0, -z * 3.0);
  33. v_blurTexCoords5 = v_texCoord + vec2(0.0, -z * 2.0);
  34. v_blurTexCoords6 = v_texCoord + vec2(0.0, -z);
  35. v_blurTexCoords7 = v_texCoord + vec2(0.0, z);
  36. v_blurTexCoords8 = v_texCoord + vec2(0.0, z * 2.0);
  37. v_blurTexCoords9 = v_texCoord + vec2(0.0, z * 3.0);
  38. v_blurTexCoords10 = v_texCoord + vec2(0.0, z * 4.0);
  39. v_blurTexCoords11 = v_texCoord + vec2(0.0, z * 5.0);
  40. v_blurTexCoords12 = v_texCoord + vec2(0.0, z * 6.0);
  41. v_blurTexCoords13 = v_texCoord + vec2(0.0, z * 7.0);
  42. }