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-rw-r--r--shaders/glsl330/blur.fs19
1 files changed, 12 insertions, 7 deletions
diff --git a/shaders/glsl330/blur.fs b/shaders/glsl330/blur.fs
index 44ea42b1..7c31f727 100644
--- a/shaders/glsl330/blur.fs
+++ b/shaders/glsl330/blur.fs
@@ -1,12 +1,16 @@
#version 330
+// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
+in vec4 fragColor;
-out vec4 fragColor;
-
+// Input uniform values
uniform sampler2D texture0;
uniform vec4 fragTintColor;
+// Output fragment color
+out vec4 finalColor;
+
// NOTE: Add here your custom variables
const float renderWidth = 1280.0;
@@ -17,13 +21,14 @@ float weight[3] = float[](0.2270270270, 0.3162162162, 0.0702702703);
void main()
{
- vec3 tc = texture(texture0, fragTexCoord).rgb*weight[0];
-
+ // Texel color fetching from texture sampler
+ vec3 texelColor = texture(texture0, fragTexCoord).rgb*weight[0];
+
for (int i = 1; i < 3; i++)
{
- tc += texture(texture0, fragTexCoord + vec2(offset[i])/renderWidth, 0.0).rgb*weight[i];
- tc += texture(texture0, fragTexCoord - vec2(offset[i])/renderWidth, 0.0).rgb*weight[i];
+ texelColor += texture(texture0, fragTexCoord + vec2(offset[i])/renderWidth, 0.0).rgb*weight[i];
+ texelColor += texture(texture0, fragTexCoord - vec2(offset[i])/renderWidth, 0.0).rgb*weight[i];
}
- fragColor = vec4(tc, 1.0);
+ finalColor = vec4(texelColor, 1.0);
} \ No newline at end of file