#include "Uniforms.glsl" #include "Samplers.glsl" #include "Transform.glsl" #include "ScreenPos.glsl" #include "PostProcess.glsl" varying vec2 vTexCoord; varying vec2 vScreenPos; #ifdef COMPILEPS uniform vec2 cBlurDir; uniform float cBlurRadius; uniform float cBlurSigma; uniform vec2 cBlurHInvSize; #endif void VS() { mat4 modelMatrix = iModelMatrix; vec3 worldPos = GetWorldPos(modelMatrix); gl_Position = GetClipPos(worldPos); vTexCoord = GetQuadTexCoord(gl_Position); vScreenPos = GetScreenPosPreDiv(gl_Position); } void PS() { #ifdef BLUR3 gl_FragColor = GaussianBlur(3, cBlurDir, cBlurHInvSize * cBlurRadius, cBlurSigma, sDiffMap, vTexCoord); #endif #ifdef BLUR5 gl_FragColor = GaussianBlur(5, cBlurDir, cBlurHInvSize * cBlurRadius, cBlurSigma, sDiffMap, vTexCoord); #endif #ifdef BLUR7 gl_FragColor = GaussianBlur(7, cBlurDir, cBlurHInvSize * cBlurRadius, cBlurSigma, sDiffMap, vTexCoord); #endif #ifdef BLUR9 gl_FragColor = GaussianBlur(9, cBlurDir, cBlurHInvSize * cBlurRadius, cBlurSigma, sDiffMap, vTexCoord); #endif }