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- #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);
- }
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