20 lines
510 B
GLSL
20 lines
510 B
GLSL
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uniform sampler2D tex;
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uniform vec2 pixel;
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// Gaussian separated blur with radius 3.
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void main()
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{
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vec4 sum = vec4(0.0);
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float X = gl_TexCoord[0].x;
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float Y = gl_TexCoord[0].y;
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sum += texture2D(tex, vec2(X, Y - 3.0 * pixel.y)) * 0.03125;
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sum += texture2D(tex, vec2(X, Y - 1.3333 * pixel.y)) * 0.328125;
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sum += texture2D(tex, vec2(X, Y)) * 0.273438;
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sum += texture2D(tex, vec2(X, Y + 1.3333 * pixel.y)) * 0.328125;
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sum += texture2D(tex, vec2(X, Y + 3.0 * pixel.y)) * 0.03125;
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gl_FragColor = sum;
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}
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