// // Simple passthrough fragment shader // varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform float size; uniform vec2 strength; uniform int strengthUseSurf; uniform sampler2D strengthSurf; uniform vec2 direction; uniform int directionUseSurf; uniform sampler2D directionSurf; uniform int sampleMode; vec4 sampleTexture(vec2 pos) { #region if(pos.x >= 0. && pos.y >= 0. && pos.x <= 1. && pos.y <= 1.) return texture2D(gm_BaseTexture, pos); if(sampleMode == 0) return vec4(0.); if(sampleMode == 1) return texture2D(gm_BaseTexture, clamp(pos, 0., 1.)); if(sampleMode == 2) return texture2D(gm_BaseTexture, fract(pos)); return vec4(0.); } #endregion vec4 dirBlur(vec2 angle) { #region vec4 acc = vec4(0.); float delta = 1. / size; float weight = 0.; for(float i = -1.0; i <= 1.0; i += delta) { vec4 col = sampleTexture( v_vTexcoord - angle * i); acc += col; weight += col.a; } acc.rgb /= weight; acc.a /= size * 2.; return acc; } #endregion void main() { float str = strength.x; if(strengthUseSurf == 1) { vec4 _vMap = texture2D( strengthSurf, v_vTexcoord ); str = mix(strength.x, strength.y, (_vMap.r + _vMap.g + _vMap.b) / 3.); } float dir = direction.x; if(directionUseSurf == 1) { vec4 _vMap = texture2D( directionSurf, v_vTexcoord ); dir = mix(direction.x, direction.y, (_vMap.r + _vMap.g + _vMap.b) / 3.); } float r = radians(dir + 90.); vec2 dirr = vec2(sin(r), cos(r)) * str; gl_FragColor = dirBlur(dirr); }