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path: root/shaders/glsl330/blur.fs
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#version 330

in vec2 fragTexCoord;

out vec4 fragColor;

uniform sampler2D texture0;
uniform vec4 fragTintColor;

// NOTE: Add here your custom variables

const float renderWidth = 1280.0;
const float renderHeight = 720.0;

float offset[3] = float[](0.0, 1.3846153846, 3.2307692308);
float weight[3] = float[](0.2270270270, 0.3162162162, 0.0702702703);

void main()
{
    vec3 tc = 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];
    }

    fragColor = vec4(tc, 1.0);
}