Pixel-Composer/shaders/sh_blur_radial/sh_blur_radial.fsh
2022-12-27 10:00:50 +07:00

43 lines
896 B
GLSL

//
// 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;
}