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#version 330 core
out vec4 fragColor;
in vec2 uv;
uniform sampler2D blurInput;
uniform int blurScale;
void main() {
vec2 texelSize = 1.0f / vec2(textureSize(blurInput, 0));
vec4 result = vec4(0.0f);
for (int x = -blurScale; x < blurScale; x++)
{
for (int y = -blurScale; y < blurScale; y++)
{
vec2 offset = vec2(float(x), float(y)) * texelSize;
result += texture(blurInput, uv + offset);
}
}
fragColor = result / pow(blurScale * 2.0f, 2);
}
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