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