verticalBlurVertex.glsl 467 B

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  1. #version 150
  2. in vec2 position;
  3. const int blurFactor = 11; // This cannot be changed
  4. out vec2 blurTextureCoords[blurFactor];
  5. uniform float targetHeight;
  6. void main(void){
  7. gl_Position = vec4(position, 0.0, 1.0);
  8. vec2 centerTexCoords = position * 0.5 + 0.5;
  9. float pixelSize = 1.0 / targetHeight;
  10. int offset = (blurFactor-1) / 2;
  11. for (int i = -offset; i <= offset; i++) {
  12. blurTextureCoords[i + offset] = centerTexCoords + vec2(0.0, pixelSize * i);
  13. }
  14. }