// // Simple passthrough fragment shader // varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform float strength; uniform vec2 center; uniform int sampleMode; const float nsamples = 32.; vec4 sampleTexture(vec2 pos) { 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.); } void main() { vec2 uv = v_vTexcoord - center; float scale_factor = strength * (1. / (nsamples - 1.)); vec4 color = vec4(0.0); for(float i = 0.; i < nsamples; i++) { float scale = 1.0 + (i * scale_factor); vec2 pos = uv * scale + center; color += sampleTexture(pos); } color /= nsamples; gl_FragColor = color; }