// // Simple passthrough fragment shader // varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform vec2 center; uniform vec2 dimension; uniform float strength; uniform int sampleMode; #define ITERATION 64. 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 pxPos = v_vTexcoord * dimension; vec2 pxCen = center * dimension; vec2 vecPc = pxPos - pxCen; float angle = atan(vecPc.y, vecPc.x); float dist = length(vecPc); vec4 clr = vec4(0.); float weight = 0.; for(float i = -strength; i <= strength; i++) { float ang = angle + i / 100.; vec4 col = sampleTexture((pxCen + vec2(cos(ang), sin(ang)) * dist) / dimension); clr += col; weight += col.a; } gl_FragColor = clr / weight; }