mirror of https://github.com/axmolengine/axmol.git
54 lines
1.1 KiB
Plaintext
54 lines
1.1 KiB
Plaintext
|
#version 310 es
|
||
|
precision highp float;
|
||
|
precision highp int;
|
||
|
|
||
|
layout(location = 0) in vec4 v_fragmentColor;
|
||
|
layout(location = 1) in vec2 v_texCoord;
|
||
|
|
||
|
|
||
|
layout(binding = 0) uniform sampler2D u_tex0;
|
||
|
|
||
|
layout(std140, binding = 0) uniform fs_ub {
|
||
|
vec2 resolution;
|
||
|
float blurRadius;
|
||
|
float sampleNum;
|
||
|
};
|
||
|
|
||
|
vec4 blur(vec2);
|
||
|
|
||
|
layout(location = 0) out vec4 FragColor;
|
||
|
|
||
|
void main(void)
|
||
|
{
|
||
|
vec4 col = blur(v_texCoord); //* v_fragmentColor.rgb;
|
||
|
FragColor = vec4(col) * v_fragmentColor;
|
||
|
}
|
||
|
|
||
|
vec4 blur(vec2 p)
|
||
|
{
|
||
|
if (blurRadius > 0.0 && sampleNum > 1.0)
|
||
|
{
|
||
|
vec4 col = vec4(0);
|
||
|
vec2 unit = 1.0 / resolution.xy;
|
||
|
|
||
|
float r = blurRadius;
|
||
|
float sampleStep = r / sampleNum;
|
||
|
|
||
|
float count = 0.0;
|
||
|
|
||
|
for(float x = -r; x < r; x += sampleStep)
|
||
|
{
|
||
|
for(float y = -r; y < r; y += sampleStep)
|
||
|
{
|
||
|
float weight = (r - abs(x)) * (r - abs(y));
|
||
|
col += texture(u_tex0, p + vec2(x * unit.x, y * unit.y)) * weight;
|
||
|
count += weight;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return col / count;
|
||
|
}
|
||
|
|
||
|
return texture(u_tex0, p);
|
||
|
}
|