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- uniform sampler2D texture;
- uniform float blur_radius;
- void main()
- {
- vec2 offx = vec2(blur_radius, 0.0);
- vec2 offy = vec2(0.0, blur_radius);
- vec4 pixel = texture2D(texture, gl_TexCoord[0].xy) * 4.0 +
- texture2D(texture, gl_TexCoord[0].xy - offx) * 2.0 +
- texture2D(texture, gl_TexCoord[0].xy + offx) * 2.0 +
- texture2D(texture, gl_TexCoord[0].xy - offy) * 2.0 +
- texture2D(texture, gl_TexCoord[0].xy + offy) * 2.0 +
- texture2D(texture, gl_TexCoord[0].xy - offx - offy) * 1.0 +
- texture2D(texture, gl_TexCoord[0].xy - offx + offy) * 1.0 +
- texture2D(texture, gl_TexCoord[0].xy + offx - offy) * 1.0 +
- texture2D(texture, gl_TexCoord[0].xy + offx + offy) * 1.0;
- gl_FragColor = gl_Color * (pixel / 16.0);
- }
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