Revision ed5bf324
Added by Leszek Koltunski about 7 years ago
src/main/res/raw/blur2_fragment_shader.glsl | ||
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46 | 46 |
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47 | 47 |
for (int i=1; i<=u_Radius; i+=1) |
48 | 48 |
{ |
49 |
pixel += ( TEXTURE(u_ColorTexture,vec2(v_TexCoordinate.x+u_Offsets[i],v_TexCoordinate.y)) +
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50 |
TEXTURE(u_ColorTexture,vec2(v_TexCoordinate.x-u_Offsets[i],v_TexCoordinate.y)) ) * u_Weights[i];
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pixel += ( TEXTURE(u_ColorTexture,vec2(v_TexCoordinate.x,v_TexCoordinate.y+u_Offsets[i])) +
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TEXTURE(u_ColorTexture,vec2(v_TexCoordinate.x,v_TexCoordinate.y-u_Offsets[i])) ) * u_Weights[i];
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51 | 51 |
} |
52 | 52 |
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53 | 53 |
FRAG_COLOR = pixel; |
Also available in: Unified diff
Merging blurred surfaces mostly ok now (blurred image still appears a bit shifted down for some reason)