LNXSDK/leenkx/Shaders/blur_pass/blur_pass.frag.glsl

24 lines
890 B
Plaintext
Raw Normal View History

2025-01-22 16:18:30 +01:00
#version 450
uniform sampler2D tex;
uniform vec2 dirInv;
in vec2 texCoord;
out vec4 fragColor;
void main() {
fragColor.rgb = textureLod(tex, texCoord + dirInv * 5.5, 0.0).rgb;
fragColor.rgb += textureLod(tex, texCoord + dirInv * 4.5, 0.0).rgb;
fragColor.rgb += textureLod(tex, texCoord + dirInv * 3.5, 0.0).rgb;
fragColor.rgb += textureLod(tex, texCoord + dirInv * 2.5, 0.0).rgb;
fragColor.rgb += textureLod(tex, texCoord + dirInv * 1.5, 0.0).rgb;
fragColor.rgb += textureLod(tex, texCoord, 0.0).rgb;
fragColor.rgb += textureLod(tex, texCoord - dirInv * 1.5, 0.0).rgb;
fragColor.rgb += textureLod(tex, texCoord - dirInv * 2.5, 0.0).rgb;
fragColor.rgb += textureLod(tex, texCoord - dirInv * 3.5, 0.0).rgb;
fragColor.rgb += textureLod(tex, texCoord - dirInv * 4.5, 0.0).rgb;
fragColor.rgb += textureLod(tex, texCoord - dirInv * 5.5, 0.0).rgb;
fragColor.rgb /= vec3(11.0);
}