Project

General

Profile

« Previous | Next » 

Revision ed5bf324

Added by Leszek Koltunski about 7 years ago

Merging blurred surfaces mostly ok now (blurred image still appears a bit shifted down for some reason)

View differences:

src/main/res/raw/blur2_fragment_shader.glsl
46 46

  
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)) +
50
               TEXTURE(u_ColorTexture,vec2(v_TexCoordinate.x-u_Offsets[i],v_TexCoordinate.y)) ) * u_Weights[i];
49
    pixel += ( TEXTURE(u_ColorTexture,vec2(v_TexCoordinate.x,v_TexCoordinate.y+u_Offsets[i])) +
50
               TEXTURE(u_ColorTexture,vec2(v_TexCoordinate.x,v_TexCoordinate.y-u_Offsets[i])) ) * u_Weights[i];
51 51
    }
52 52

  
53 53
  FRAG_COLOR = pixel;

Also available in: Unified diff