axmol/tests/cpp-tests/Resources/Shaders/example_Blur.fsh

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// Shader taken from: http://webglsamples.googlecode.com/hg/electricflower/electricflower.html
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 v_fragmentColor;
varying vec2 v_texCoord;
uniform vec4 gaussianCoefficient;
uniform vec2 onePixelSize;
void main() {
if(gaussianCoefficient.x > 0.0) {
vec4 sum = vec4(0.0);
vec2 offset;
float weight;
float squareX;
for(float dx = 0.0; dx <= gaussianCoefficient.x; dx += 1.0) {
squareX = dx * dx;
weight = gaussianCoefficient.z * exp(squareX * gaussianCoefficient.y);
offset.x = -dx * onePixelSize.x;
offset.y = 0.0;
sum += texture2D(CC_Texture0, v_texCoord + offset) * weight;
offset.x = dx * onePixelSize.x;
sum += texture2D(CC_Texture0, v_texCoord + offset) * weight;
for(float dy = 1.0; dy <= gaussianCoefficient.x; dy += 1.0) {
weight = gaussianCoefficient.z * exp((squareX + dy * dy) * gaussianCoefficient.y);
offset.x = -dx * onePixelSize.x;
offset.y = -dy * onePixelSize.y;
sum += texture2D(CC_Texture0, v_texCoord + offset) * weight;
offset.y = dy * onePixelSize.y;
sum += texture2D(CC_Texture0, v_texCoord + offset) * weight;
offset.x = dx * onePixelSize.x;
sum += texture2D(CC_Texture0, v_texCoord + offset) * weight;
offset.y = -dy * onePixelSize.y;
sum += texture2D(CC_Texture0, v_texCoord + offset) * weight;
}
}
sum -= texture2D(CC_Texture0, v_texCoord) * gaussianCoefficient.z;
sum /= gaussianCoefficient.w;
gl_FragColor = sum * v_fragmentColor;
}
else {
gl_FragColor = texture2D(CC_Texture0, v_texCoord) * v_fragmentColor;
}
}