mirror of https://github.com/axmolengine/axmol.git
59 lines
2.4 KiB
GLSL
59 lines
2.4 KiB
GLSL
#version 310 es
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precision highp float;
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precision highp int;
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layout(location = COLOR0) in vec4 v_color;
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layout(location = TEXCOORD0) in vec2 v_texCoord;
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layout(binding = 0) uniform sampler2D u_tex0;
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const float blurSize = 1.0/512.0;
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const float intensity = 0.35;
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layout(std140) uniform fs_ub {
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vec2 resolution;
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};
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layout(location = SV_Target0) out vec4 FragColor;
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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 += texture(u_tex0, vec2(texcoord.x - 4.0*blurSize, texcoord.y)) * 0.05;
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sum += texture(u_tex0, vec2(texcoord.x - 3.0*blurSize, texcoord.y)) * 0.09;
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sum += texture(u_tex0, vec2(texcoord.x - 2.0*blurSize, texcoord.y)) * 0.12;
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sum += texture(u_tex0, vec2(texcoord.x - blurSize, texcoord.y)) * 0.15;
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sum += texture(u_tex0, vec2(texcoord.x, texcoord.y)) * 0.16;
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sum += texture(u_tex0, vec2(texcoord.x + blurSize, texcoord.y)) * 0.15;
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sum += texture(u_tex0, vec2(texcoord.x + 2.0*blurSize, texcoord.y)) * 0.12;
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sum += texture(u_tex0, vec2(texcoord.x + 3.0*blurSize, texcoord.y)) * 0.09;
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sum += texture(u_tex0, 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 += texture(u_tex0, vec2(texcoord.x, texcoord.y - 4.0*blurSize)) * 0.05;
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sum += texture(u_tex0, vec2(texcoord.x, texcoord.y - 3.0*blurSize)) * 0.09;
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sum += texture(u_tex0, vec2(texcoord.x, texcoord.y - 2.0*blurSize)) * 0.12;
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sum += texture(u_tex0, vec2(texcoord.x, texcoord.y - blurSize)) * 0.15;
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sum += texture(u_tex0, vec2(texcoord.x, texcoord.y)) * 0.16;
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sum += texture(u_tex0, vec2(texcoord.x, texcoord.y + blurSize)) * 0.15;
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sum += texture(u_tex0, vec2(texcoord.x, texcoord.y + 2.0*blurSize)) * 0.12;
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sum += texture(u_tex0, vec2(texcoord.x, texcoord.y + 3.0*blurSize)) * 0.09;
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sum += texture(u_tex0, vec2(texcoord.x, texcoord.y + 4.0*blurSize)) * 0.05;
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//increase blur with intensity!
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FragColor = sum*intensity + texture(u_tex0, texcoord);
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return;
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/*if(sin(iGlobalTime) > 0.0)
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FragColor = sum * sin(iGlobalTime)+ texture(iChannel0, texcoord);
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else
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FragColor = sum * -sin(iGlobalTime)+ texture(iChannel0, texcoord);
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*/
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} |