blurFragment.glsl 1.0 KB

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  1. #version 150
  2. out vec4 out_colour;
  3. const int blurFactor = 11;
  4. in vec2 blurTextureCoords[blurFactor];
  5. uniform sampler2D originalTexture;
  6. void main(void){
  7. out_colour = vec4(0.0);
  8. out_colour += texture(originalTexture, blurTextureCoords[0]) * 0.0093;
  9. out_colour += texture(originalTexture, blurTextureCoords[1]) * 0.028002;
  10. out_colour += texture(originalTexture, blurTextureCoords[2]) * 0.065984;
  11. out_colour += texture(originalTexture, blurTextureCoords[3]) * 0.121703;
  12. out_colour += texture(originalTexture, blurTextureCoords[4]) * 0.175713;
  13. out_colour += texture(originalTexture, blurTextureCoords[5]) * 0.198596;
  14. out_colour += texture(originalTexture, blurTextureCoords[6]) * 0.175713;
  15. out_colour += texture(originalTexture, blurTextureCoords[7]) * 0.121703;
  16. out_colour += texture(originalTexture, blurTextureCoords[8]) * 0.065984;
  17. out_colour += texture(originalTexture, blurTextureCoords[9]) * 0.028002;
  18. out_colour += texture(originalTexture, blurTextureCoords[10]) * 0.0093;
  19. }