diff --git a/leenkx/Shaders/blur_edge_pass/blur_edge_pass.frag.glsl b/leenkx/Shaders/blur_edge_pass/blur_edge_pass.frag.glsl index 20bea60..23a6dbf 100644 --- a/leenkx/Shaders/blur_edge_pass/blur_edge_pass.frag.glsl +++ b/leenkx/Shaders/blur_edge_pass/blur_edge_pass.frag.glsl @@ -10,10 +10,18 @@ uniform sampler2D gbuffer0; uniform vec2 dirInv; // texStep in vec2 texCoord; -out float fragColor; +out vec3 fragColor; // const float blurWeights[5] = float[] (0.227027, 0.1945946, 0.1216216, 0.054054, 0.016216); -const float blurWeights[10] = float[] (0.132572, 0.125472, 0.106373, 0.08078, 0.05495, 0.033482, 0.018275, 0.008934, 0.003912, 0.001535); +// const float blurWeights[10] = float[] (0.132572, 0.125472, 0.106373, 0.08078, 0.05495, 0.033482, 0.018275, 0.008934, 0.003912, 0.001535); + +const float blurWeights[16] = float[]( + 0.072572, 0.065472, 0.056373, 0.040780, + 0.024950, 0.013482, 0.008275, 0.003934, + 0.001912, 0.000535, 0.132572, 0.125472, + 0.106373, 0.080780, 0.054950, 0.033482 +); + const float discardThreshold = 0.95; void main() {