25 lines
588 B
GLSL
25 lines
588 B
GLSL
#version 150 core
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uniform sampler2D DiffuseSampler;
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in vec2 texCoord;
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in vec2 oneTexel;
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uniform vec2 InSize;
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uniform vec2 BlurDir;
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uniform float Radius;
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uniform float Progress;
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out vec4 outColor;
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void main() {
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vec4 blurred = vec4(0.0);
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float progRadius = floor(Radius * Progress);
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for (float r = -progRadius; r <= progRadius; r += 1.0) {
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blurred += texture(DiffuseSampler, texCoord + oneTexel * r * BlurDir);
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}
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// force alpha to be 1.0 since otherwise areas with zero alpha turn black?
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outColor = vec4(blurred.rgb / (progRadius * 2.0 + 1.0), 1.0);
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}
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