axmol/tests/cpp-tests/Content/Shaders/example_Blur_winrt.fsh

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#ifdef GL_ES
precision mediump float;
#endif
varying vec4 v_fragmentColor;
varying vec2 v_texCoord;
uniform vec2 resolution;
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uniform sampler2D u_tex0;
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vec4 blur(vec2);
void main(void)
{
vec4 col = blur(v_texCoord); //* v_fragmentColor.rgb;
gl_FragColor = vec4(col) * v_fragmentColor;
}
vec4 blur(vec2 p)
{
vec4 col = vec4(0);
vec2 unit = 1.0 / resolution.xy;
float count = 0.0;
for(float x = -4.0; x <= 4.0; x += 2.0)
{
for(float y = -4.0; y <= 4.0; y += 2.0)
{
float weight = (4.0 - abs(x)) * (4.0 - abs(y));
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col += texture2D(u_tex0, p + vec2(x * unit.x, y * unit.y)) * weight;
count += weight;
}
}
return col / count;
}