| 12345678910111213141516171819202122232425262728293031323334353637383940414243 |
- #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
- }
|