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https://github.com/Ttanasart-pt/Pixel-Composer.git
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30 lines
811 B
GLSL
30 lines
811 B
GLSL
//
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// Simple passthrough fragment shader
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//
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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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uniform vec2 dimension;
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uniform vec2 center;
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uniform float strength;
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void main() {
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vec2 texel = 1.0 / dimension;
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vec2 coords = (v_vTexcoord - center / dimension) * 2.0;
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float coordDot = dot(coords, coords);
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vec2 precompute = strength * coordDot * coords;
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vec2 uvR = v_vTexcoord - texel.xy * precompute;
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vec2 uvB = v_vTexcoord + texel.xy * precompute;
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vec4 color;
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color.r = texture2D(gm_BaseTexture, uvR).r;
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color.g = texture2D(gm_BaseTexture, v_vTexcoord).g;
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color.b = texture2D(gm_BaseTexture, uvB).b;
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color.a = texture2D(gm_BaseTexture, v_vTexcoord).a +
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texture2D(gm_BaseTexture, uvR).a +
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texture2D(gm_BaseTexture, uvB).a;
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gl_FragColor = color;
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}
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