axmol/tests/cpp-tests/Source/shaders/example_Blur.fsh

54 lines
1.1 KiB
GLSL

#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;
layout(std140, binding = 0) uniform fs_ub {
vec2 resolution;
float blurRadius;
float sampleNum;
};
vec4 blur(vec2);
layout(location = SV_Target0) out vec4 FragColor;
void main(void)
{
vec4 col = blur(v_texCoord); //* v_color.rgb;
FragColor = vec4(col) * v_color;
}
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);
}