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@ -11,7 +11,7 @@ void main(void) |
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// blur in y (vertical) |
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// take nine samples, with the distance blurSize between them |
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sum += texture2D(m_Texture, vec2(texCoord.x, texCoord.y - 4.0*blurSize)) * 0.05; |
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sum += texture2D(m_Texture, vec2(texCoord.x, texCoord.y - 4.0*blurSize)) * 0.06; |
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sum += texture2D(m_Texture, vec2(texCoord.x, texCoord.y - 3.0*blurSize)) * 0.09; |
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sum += texture2D(m_Texture, vec2(texCoord.x, texCoord.y - 2.0*blurSize)) * 0.12; |
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sum += texture2D(m_Texture, vec2(texCoord.x, texCoord.y - blurSize)) * 0.15; |
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@ -19,7 +19,7 @@ void main(void) |
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sum += texture2D(m_Texture, vec2(texCoord.x, texCoord.y + blurSize)) * 0.15; |
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sum += texture2D(m_Texture, vec2(texCoord.x, texCoord.y + 2.0*blurSize)) * 0.12; |
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sum += texture2D(m_Texture, vec2(texCoord.x, texCoord.y + 3.0*blurSize)) * 0.09; |
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sum += texture2D(m_Texture, vec2(texCoord.x, texCoord.y + 4.0*blurSize)) * 0.05; |
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sum += texture2D(m_Texture, vec2(texCoord.x, texCoord.y + 4.0*blurSize)) * 0.06; |
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gl_FragColor = sum; |
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} |