29 lines
540 B
GLSL
29 lines
540 B
GLSL
uniform sampler2D tex0;
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uniform vec4 u_blurcolor;
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in vec4 v_color;
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in vec2 v_tex0;
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in float v_fog;
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out vec4 color;
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void
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main(void)
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{
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float a = u_blurcolor.a;
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vec4 doublec = clamp(u_blurcolor*2, 0.0, 1.0);
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vec4 dst = texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));
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vec4 prev = dst;
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for(int i = 0; i < 5; i++){
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// vec4 doublec = clamp(u_blurcolor*2, 0.0, 1.0);
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vec4 tmp = dst*(1.0-a) + prev*doublec*a;
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tmp += prev*u_blurcolor;
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tmp += prev*u_blurcolor;
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prev = clamp(tmp, 0.0, 1.0);
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}
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color.rgb = prev.rgb;
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color.a = 1.0f;
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}
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