#version 310 es precision highp float; precision highp int; layout(location = COLOR0) in vec4 v_color; layout(location = TEXCOORD0) in vec2 v_texCoord; layout(binding = 0) uniform sampler2D u_tex0; const float blurSize = 1.0/512.0; const float intensity = 0.35; layout(std140) uniform fs_ub { vec2 resolution; }; layout(location = SV_Target0) out vec4 FragColor; void main() { vec4 sum = vec4(0); vec2 texcoord = v_texCoord.xy; int j; int i; //thank you! http://www.gamerendering.com/2008/10/11/gaussian-blur-filter-shader/ for the //blur tutorial // blur in y (vertical) // take nine samples, with the distance blurSize between them sum += texture(u_tex0, vec2(texcoord.x - 4.0*blurSize, texcoord.y)) * 0.05; sum += texture(u_tex0, vec2(texcoord.x - 3.0*blurSize, texcoord.y)) * 0.09; sum += texture(u_tex0, vec2(texcoord.x - 2.0*blurSize, texcoord.y)) * 0.12; sum += texture(u_tex0, vec2(texcoord.x - blurSize, texcoord.y)) * 0.15; sum += texture(u_tex0, vec2(texcoord.x, texcoord.y)) * 0.16; sum += texture(u_tex0, vec2(texcoord.x + blurSize, texcoord.y)) * 0.15; sum += texture(u_tex0, vec2(texcoord.x + 2.0*blurSize, texcoord.y)) * 0.12; sum += texture(u_tex0, vec2(texcoord.x + 3.0*blurSize, texcoord.y)) * 0.09; sum += texture(u_tex0, vec2(texcoord.x + 4.0*blurSize, texcoord.y)) * 0.05; // blur in y (vertical) // take nine samples, with the distance blurSize between them sum += texture(u_tex0, vec2(texcoord.x, texcoord.y - 4.0*blurSize)) * 0.05; sum += texture(u_tex0, vec2(texcoord.x, texcoord.y - 3.0*blurSize)) * 0.09; sum += texture(u_tex0, vec2(texcoord.x, texcoord.y - 2.0*blurSize)) * 0.12; sum += texture(u_tex0, vec2(texcoord.x, texcoord.y - blurSize)) * 0.15; sum += texture(u_tex0, vec2(texcoord.x, texcoord.y)) * 0.16; sum += texture(u_tex0, vec2(texcoord.x, texcoord.y + blurSize)) * 0.15; sum += texture(u_tex0, vec2(texcoord.x, texcoord.y + 2.0*blurSize)) * 0.12; sum += texture(u_tex0, vec2(texcoord.x, texcoord.y + 3.0*blurSize)) * 0.09; sum += texture(u_tex0, vec2(texcoord.x, texcoord.y + 4.0*blurSize)) * 0.05; //increase blur with intensity! FragColor = sum*intensity + texture(u_tex0, texcoord); return; /*if(sin(iGlobalTime) > 0.0) FragColor = sum * sin(iGlobalTime)+ texture(iChannel0, texcoord); else FragColor = sum * -sin(iGlobalTime)+ texture(iChannel0, texcoord); */ }