Files
CodenameEngine/assets/shaders/engine/editorBlur.frag
T

33 lines
802 B
GLSL

#pragma header
#define PI 3.14159265359
// Used for editors
const int steps = 16;
const int stepsInside = 2;
const float strength = 0.0075;
vec4 getColor(vec2 pos) {
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 = openfl_TextureCoordv;
vec4 color = getColor(camPos);
float fsteps = float(steps);
for(float inside = 1.0; inside < float(stepsInside)+1.0; inside++) {
for(int i = 0; i < steps; i++) {
float fi = float(i);
color += getColor(camPos + vec2(
strength * (inside / float(stepsInside)) * cos(fi / fsteps * (PI * 2.0)),
strength * (inside / float(stepsInside)) * sin(fi / fsteps * (PI * 2.0))
));
}
}
color /= vec4(steps * stepsInside);
gl_FragColor = color;
}