#include "Uniforms.glsl" #include "Samplers.glsl" #include "Transform.glsl" #include "ScreenPos.glsl" #ifdef COMPILEPS uniform vec2 cBlurOffsets; #endif varying vec2 vScreenPos; void VS() { mat4 modelMatrix = iModelMatrix; vec3 worldPos = GetWorldPos(modelMatrix); gl_Position = GetClipPos(worldPos); vScreenPos = GetScreenPosPreDiv(gl_Position); } void PS() { vec2 color = vec2(0.0); color += 0.015625 * texture2D(sDiffMap, vScreenPos + vec2(-3.0) * cBlurOffsets).rg; color += 0.09375 * texture2D(sDiffMap, vScreenPos + vec2(-2.0) * cBlurOffsets).rg; color += 0.234375 * texture2D(sDiffMap, vScreenPos + vec2(-1.0) * cBlurOffsets).rg; color += 0.3125 * texture2D(sDiffMap, vScreenPos).rg; color += 0.234375 * texture2D(sDiffMap, vScreenPos + vec2(1.0) * cBlurOffsets).rg; color += 0.09375 * texture2D(sDiffMap, vScreenPos + vec2(2.0) * cBlurOffsets).rg; color += 0.015625 * texture2D(sDiffMap, vScreenPos + vec2(3.0) * cBlurOffsets).rg; gl_FragColor = vec4(color, 0.0, 0.0); }