32 lines
796 B
Plaintext
32 lines
796 B
Plaintext
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#version 120
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uniform sampler2D DiffuseSampler;
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varying vec2 texCoord;
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varying vec2 oneTexel;
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uniform vec2 InSize;
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uniform vec2 BlurDir;
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uniform float Radius;
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void main() {
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vec4 blurred = vec4(0.0);
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float totalStrength = 0.0;
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float totalAlpha = 0.0;
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float totalSamples = 0.0;
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for(float r = -Radius; r <= Radius; r += 1.0) {
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vec4 sample = texture2D(DiffuseSampler, texCoord + oneTexel * r * BlurDir);
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// Accumulate average alpha
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totalAlpha = totalAlpha + sample.a;
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totalSamples = totalSamples + 1.0;
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// Accumulate smoothed blur
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float strength = 1.0 - abs(r / Radius);
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totalStrength = totalStrength + strength;
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blurred = blurred + sample;
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}
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gl_FragColor = vec4(blurred.rgb / (Radius * 2.0 + 1.0), totalAlpha);
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}
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