mirror of https://github.com/axmolengine/axmol.git
54 lines
2.3 KiB
GLSL
54 lines
2.3 KiB
GLSL
#ifdef GL_ES
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precision mediump float;
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#endif
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varying vec4 v_fragmentColor;
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varying vec2 v_texCoord;
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uniform vec2 resolution;
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uniform sampler2D u_texture;
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const float blurSize = 1.0/512.0;
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const float intensity = 0.35;
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void main()
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{
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vec4 sum = vec4(0);
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vec2 texcoord = v_texCoord.xy;
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int j;
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int i;
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//thank you! http://www.gamerendering.com/2008/10/11/gaussian-blur-filter-shader/ for the
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//blur tutorial
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// blur in y (vertical)
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// take nine samples, with the distance blurSize between them
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sum += texture2D(u_texture, vec2(texcoord.x - 4.0*blurSize, texcoord.y)) * 0.05;
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sum += texture2D(u_texture, vec2(texcoord.x - 3.0*blurSize, texcoord.y)) * 0.09;
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sum += texture2D(u_texture, vec2(texcoord.x - 2.0*blurSize, texcoord.y)) * 0.12;
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sum += texture2D(u_texture, vec2(texcoord.x - blurSize, texcoord.y)) * 0.15;
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sum += texture2D(u_texture, vec2(texcoord.x, texcoord.y)) * 0.16;
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sum += texture2D(u_texture, vec2(texcoord.x + blurSize, texcoord.y)) * 0.15;
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sum += texture2D(u_texture, vec2(texcoord.x + 2.0*blurSize, texcoord.y)) * 0.12;
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sum += texture2D(u_texture, vec2(texcoord.x + 3.0*blurSize, texcoord.y)) * 0.09;
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sum += texture2D(u_texture, vec2(texcoord.x + 4.0*blurSize, texcoord.y)) * 0.05;
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// blur in y (vertical)
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// take nine samples, with the distance blurSize between them
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sum += texture2D(u_texture, vec2(texcoord.x, texcoord.y - 4.0*blurSize)) * 0.05;
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sum += texture2D(u_texture, vec2(texcoord.x, texcoord.y - 3.0*blurSize)) * 0.09;
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sum += texture2D(u_texture, vec2(texcoord.x, texcoord.y - 2.0*blurSize)) * 0.12;
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sum += texture2D(u_texture, vec2(texcoord.x, texcoord.y - blurSize)) * 0.15;
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sum += texture2D(u_texture, vec2(texcoord.x, texcoord.y)) * 0.16;
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sum += texture2D(u_texture, vec2(texcoord.x, texcoord.y + blurSize)) * 0.15;
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sum += texture2D(u_texture, vec2(texcoord.x, texcoord.y + 2.0*blurSize)) * 0.12;
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sum += texture2D(u_texture, vec2(texcoord.x, texcoord.y + 3.0*blurSize)) * 0.09;
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sum += texture2D(u_texture, vec2(texcoord.x, texcoord.y + 4.0*blurSize)) * 0.05;
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//increase blur with intensity!
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gl_FragColor = sum*intensity + texture2D(u_texture, texcoord);
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return;
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/*if(sin(iGlobalTime) > 0.0)
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gl_FragColor = sum * sin(iGlobalTime)+ texture2D(iChannel0, texcoord);
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else
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gl_FragColor = sum * -sin(iGlobalTime)+ texture2D(iChannel0, texcoord);
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*/
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} |