2014-09-30 22:07:25 +08:00
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uniform sampler2D texture;
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uniform float blur_radius;
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void main()
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{
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2015-04-01 10:08:23 +08:00
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vec2 offx = vec2(blur_radius, 0.0);
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vec2 offy = vec2(0.0, blur_radius);
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2014-09-30 22:07:25 +08:00
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2015-04-01 10:08:23 +08:00
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vec4 pixel = texture2D(texture, gl_TexCoord[0].xy) * 4.0 +
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2014-09-30 22:07:25 +08:00
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texture2D(texture, gl_TexCoord[0].xy - offx) * 2.0 +
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texture2D(texture, gl_TexCoord[0].xy + offx) * 2.0 +
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texture2D(texture, gl_TexCoord[0].xy - offy) * 2.0 +
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texture2D(texture, gl_TexCoord[0].xy + offy) * 2.0 +
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texture2D(texture, gl_TexCoord[0].xy - offx - offy) * 1.0 +
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texture2D(texture, gl_TexCoord[0].xy - offx + offy) * 1.0 +
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texture2D(texture, gl_TexCoord[0].xy + offx - offy) * 1.0 +
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texture2D(texture, gl_TexCoord[0].xy + offx + offy) * 1.0;
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2015-04-01 10:08:23 +08:00
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gl_FragColor = gl_Color * (pixel / 16.0);
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2014-09-30 22:07:25 +08:00
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}
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