Files
2021-08-29 02:20:53 -04:00

47 lines
823 B
GLSL

/*
(C) 2019 David Lettier
lettier.com
*/
#version 150
uniform sampler2D colorTexture;
uniform vec2 parameters;
out vec4 fragColor;
void main() {
vec2 texSize = textureSize(colorTexture, 0).xy;
vec2 texCoord = gl_FragCoord.xy / texSize;
fragColor = texture(colorTexture, texCoord);
int size = int(parameters.x);
if (size <= 0) { return; }
float separation = parameters.y;
separation = max(separation, 1);
fragColor.rgb = vec3(0);
float count = 0.0;
for (int i = -size; i <= size; ++i) {
for (int j = -size; j <= size; ++j) {
fragColor.rgb +=
texture
( colorTexture
, ( gl_FragCoord.xy
+ (vec2(i, j) * separation)
)
/ texSize
).rgb;
count += 1.0;
}
}
fragColor.rgb /= count;
}