BlurH.frag 1.0 KB

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  1. #ifdef GL_ES
  2. precision mediump float;
  3. #endif
  4. uniform sampler2D screenTexture;
  5. uniform float blurSize;
  6. varying vec2 texCoordVar;
  7. void main(void)
  8. {
  9. vec4 sum = vec4(0.0);
  10. sum += texture2D(screenTexture, vec2(texCoordVar.x - 4.0*blurSize, texCoordVar.y)) * 0.05;
  11. sum += texture2D(screenTexture, vec2(texCoordVar.x - 3.0*blurSize, texCoordVar.y)) * 0.09;
  12. sum += texture2D(screenTexture, vec2(texCoordVar.x - 2.0*blurSize, texCoordVar.y)) * 0.12;
  13. sum += texture2D(screenTexture, vec2(texCoordVar.x - blurSize, texCoordVar.y)) * 0.15;
  14. sum += texture2D(screenTexture, vec2(texCoordVar.x, texCoordVar.y)) * 0.16;
  15. sum += texture2D(screenTexture, vec2(texCoordVar.x + blurSize, texCoordVar.y)) * 0.15;
  16. sum += texture2D(screenTexture, vec2(texCoordVar.x + 2.0*blurSize, texCoordVar.y)) * 0.12;
  17. sum += texture2D(screenTexture, vec2(texCoordVar.x + 3.0*blurSize, texCoordVar.y)) * 0.09;
  18. sum += texture2D(screenTexture, vec2(texCoordVar.x + 4.0*blurSize, texCoordVar.y)) * 0.05;
  19. gl_FragColor = sum;
  20. }