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//////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2016 Leszek Koltunski //
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// //
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// This file is part of Distorted. //
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// //
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// Distorted is free software: you can redistribute it and/or modify //
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// it under the terms of the GNU General Public License as published by //
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// the Free Software Foundation, either version 2 of the License, or //
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// (at your option) any later version. //
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// //
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// Distorted is distributed in the hope that it will be useful, //
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// but WITHOUT ANY WARRANTY; without even the implied warranty of //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the //
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// GNU General Public License for more details. //
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// //
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// You should have received a copy of the GNU General Public License //
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// along with Distorted. If not, see <http://www.gnu.org/licenses/>. //
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//////////////////////////////////////////////////////////////////////////////////////////////
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precision lowp float;
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varying vec2 v_TexCoordinate;
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uniform sampler2D u_Texture;
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uniform float u_Step;
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uniform float u_Weights[MAX_BLUR];
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uniform int u_Radius;
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//////////////////////////////////////////////////////////////////////////////////////////////
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void main()
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{
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float lCoord = v_TexCoordinate.x;
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float rCoord = lCoord;
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float yCoord = v_TexCoordinate.y;
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vec4 pixel = texture2D(u_Texture,vec2(lCoord,yCoord)) * u_Weights[0];
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for (int x = 1; x <= u_Radius; x+=1)
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{
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rCoord+= u_Step;
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lCoord-= u_Step;
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pixel += ( texture2D(u_Texture,vec2(rCoord,yCoord)) +
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texture2D(u_Texture,vec2(lCoord,yCoord)) ) * u_Weights[x];
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}
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gl_FragColor = pixel;
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}
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