1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
|
#import "Common/ShaderLib/MultiSample.glsllib"
uniform COLORTEXTURE m_Texture;
uniform float m_SampleDist;
uniform float m_SampleStrength;
uniform float m_Samples[10];
in vec2 texCoord;
out vec4 outFragColor;
void main(void)
{
// some sample positions
//float samples[10] = float[](-0.08,-0.05,-0.03,-0.02,-0.01,0.01,0.02,0.03,0.05,0.08);
// 0.5,0.5 is the center of the screen
// so substracting texCoord from it will result in
// a vector pointing to the middle of the screen
vec2 dir = 0.5 - texCoord;
// calculate the distance to the center of the screen
float dist = sqrt(dir.x*dir.x + dir.y*dir.y);
// normalize the direction (reuse the distance)
dir = dir/dist;
// this is the original colour of this fragment
// using only this would result in a nonblurred version
vec4 colorRes = getColor(m_Texture,texCoord);
vec4 sum = colorRes;
// take 10 additional blur samples in the direction towards
// the center of the screen
for (int i = 0; i < 10; i++){
sum += getColor( m_Texture, texCoord + dir * m_Samples[i] * m_SampleDist );
}
// we have taken eleven samples
sum *= 1.0/11.0;
// weighten the blur effect with the distance to the
// center of the screen ( further out is blurred more)
float t = dist * m_SampleStrength;
t = clamp( t ,0.0,1.0); //0 <= t <= 1
//Blend the original color with the averaged pixels
outFragColor =mix( colorRes, sum, t );
}
|