From b1a90a7f915e7779aad975a70b503788b0a1b228 Mon Sep 17 00:00:00 2001 From: raysan5 Date: Wed, 2 Sep 2015 02:44:16 +0200 Subject: Added some useful postprocessing shaders Shaders come in two flavours: - shaders/gl330: OpenGL 3.3+ (Windows, Linux, OSX) - shaders/gles100: OpenGL ES 2.0 (Android, RPI, HTML5) --- shaders/gl330/blur.fs | 29 +++++++++++++++++++++++++++++ 1 file changed, 29 insertions(+) create mode 100644 shaders/gl330/blur.fs (limited to 'shaders/gl330/blur.fs') diff --git a/shaders/gl330/blur.fs b/shaders/gl330/blur.fs new file mode 100644 index 00000000..b4e5bd2b --- /dev/null +++ b/shaders/gl330/blur.fs @@ -0,0 +1,29 @@ +#version 330 + +in vec2 fragTexCoord; + +out vec4 fragColor; + +uniform sampler2D texture0; +uniform vec4 tintColor; + +// NOTE: Add here your custom variables + +const float renderWidth = 1280; +const float renderHeight = 720; + +float offset[3] = float[](0.0, 1.3846153846, 3.2307692308); +float weight[3] = float[](0.2270270270, 0.3162162162, 0.0702702703); + +void main() +{ + vec3 tc = texture2D(texture0, fragTexCoord).rgb*weight[0]; + + for (int i = 1; i < 3; i++) + { + tc += texture2D(texture0, fragTexCoord + vec2(offset[i])/renderWidth, 0.0).rgb*weight[i]; + tc += texture2D(texture0, fragTexCoord - vec2(offset[i])/renderWidth, 0.0).rgb*weight[i]; + } + + fragColor = vec4(tc, 1.0); +} \ No newline at end of file -- cgit v1.2.3