securityos/public/System/Matrix/shaders/glsl/blur.frag.glsl

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2024-09-06 15:32:35 +00:00
precision mediump float;
uniform float width, height;
uniform sampler2D tex;
uniform vec2 direction;
varying vec2 vUV;
void main() {
vec2 size = width > height ? vec2(width / height, 1.) : vec2(1., height / width);
gl_FragColor =
texture2D(tex, vUV) * 0.442 +
(
texture2D(tex, vUV + direction / max(width, height) * size) +
texture2D(tex, vUV - direction / max(width, height) * size)
) * 0.279;
// gl_FragColor =
// texture2D(tex, vUV) * 0.38774 +
// (
// texture2D(tex, vUV + direction / max(width, height) * size * 0.5) +
// texture2D(tex, vUV - direction / max(width, height) * size * 0.5)
// ) * 0.24477 +
// (
// texture2D(tex, vUV + direction / max(width, height) * size) +
// texture2D(tex, vUV - direction / max(width, height) * size)
// ) * 0.06136;
}