Cleaning up intensive blur shader

This commit is contained in:
Ne_Eo
2024-10-28 23:51:19 +01:00
parent d6d5b951c5
commit f0f90ba6ff
+7 -9
View File
@@ -3,19 +3,17 @@
// Used for editors
int steps = 16;
int stepsInside = 2;
float strength = 0.0075;
const int steps = 16;
const int stepsInside = 2;
const float strength = 0.0075;
vec4 getColor(vec2 pos) {
vec2 ps = (pos);
ps = clamp(ps, vec2(0.0), 1.0 - (1.0 / openfl_TextureSize.xy));
return flixel_texture2D(bitmap, (ps));
pos = clamp(pos, vec2(0.0), vec2(1.0));//1.0 - (1.0 / openfl_TextureSize.xy));
return flixel_texture2D(bitmap, pos);
}
void main() {
// vec2 camPos = getCamPos(openfl_TextureCoordv);
vec2 camPos = openfl_TextureCoordv;
if (camPos.x < 0.0 || camPos.x > 1.0 || camPos.y < 0.0 || camPos.y > 1.0)
return;
vec4 color = getColor(camPos);
float fsteps = float(steps);