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-rw-r--r--shaders/glsl330/blur.fs34
1 files changed, 34 insertions, 0 deletions
diff --git a/shaders/glsl330/blur.fs b/shaders/glsl330/blur.fs
new file mode 100644
index 00000000..7c31f727
--- /dev/null
+++ b/shaders/glsl330/blur.fs
@@ -0,0 +1,34 @@
+#version 330
+
+// Input vertex attributes (from vertex shader)
+in vec2 fragTexCoord;
+in vec4 fragColor;
+
+// Input uniform values
+uniform sampler2D texture0;
+uniform vec4 fragTintColor;
+
+// Output fragment color
+out vec4 finalColor;
+
+// NOTE: Add here your custom variables
+
+const float renderWidth = 1280.0;
+const float renderHeight = 720.0;
+
+float offset[3] = float[](0.0, 1.3846153846, 3.2307692308);
+float weight[3] = float[](0.2270270270, 0.3162162162, 0.0702702703);
+
+void main()
+{
+ // Texel color fetching from texture sampler
+ vec3 texelColor = texture(texture0, fragTexCoord).rgb*weight[0];
+
+ for (int i = 1; i < 3; i++)
+ {
+ texelColor += texture(texture0, fragTexCoord + vec2(offset[i])/renderWidth, 0.0).rgb*weight[i];
+ texelColor += texture(texture0, fragTexCoord - vec2(offset[i])/renderWidth, 0.0).rgb*weight[i];
+ }
+
+ finalColor = vec4(texelColor, 1.0);
+} \ No newline at end of file