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| author | Moulberry <jjenour@student.unimelb.edu.au> | 2020-08-09 07:08:32 +1000 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2020-08-09 07:08:32 +1000 |
| commit | d313a5c81a553881123c1e478c96a34e07517db4 (patch) | |
| tree | 36b1abb309ae0f96c378c3c1b917bb9f54bb0234 /src/main/resources/assets/notenoughupdates/shaders/program/blur2.fsh | |
| parent | f7d3491def0f7498d7bf0d547445f75f0c515912 (diff) | |
| parent | 0d3a0d7355dac828a97977730bc3acc4dee7e1b4 (diff) | |
| download | NotEnoughUpdates-1.2.2-BETA.tar.gz NotEnoughUpdates-1.2.2-BETA.tar.bz2 NotEnoughUpdates-1.2.2-BETA.zip | |
Merge pull request #17 from Moulberry/beta1.2.3-BETA1.2.2-BETA1.2.1-BETA1.2-REL
Beta
Diffstat (limited to 'src/main/resources/assets/notenoughupdates/shaders/program/blur2.fsh')
| -rw-r--r-- | src/main/resources/assets/notenoughupdates/shaders/program/blur2.fsh | 34 |
1 files changed, 34 insertions, 0 deletions
diff --git a/src/main/resources/assets/notenoughupdates/shaders/program/blur2.fsh b/src/main/resources/assets/notenoughupdates/shaders/program/blur2.fsh new file mode 100644 index 00000000..ca64470a --- /dev/null +++ b/src/main/resources/assets/notenoughupdates/shaders/program/blur2.fsh @@ -0,0 +1,34 @@ +#version 120 + +uniform sampler2D DiffuseSampler; + +varying vec2 texCoord; +varying vec2 oneTexel; + +uniform vec2 InSize; + +uniform vec2 BlurDir; +uniform float Radius; +uniform float AlphaMult; + +void main() { + vec4 blurred = vec4(0.0); + float totalStrength = 0.0; + float totalAlpha = 0.0; + float totalSamples = 0.0; + for(float r = -Radius; r <= Radius; r += 1.0) { + vec4 sample = texture2D(DiffuseSampler, texCoord + oneTexel * r * BlurDir); + + // Accumulate average alpha + totalAlpha = totalAlpha + sample.a; + totalSamples = totalSamples + 1.0; + + // Accumulate smoothed blur + //float strength = (2.0 - abs(r / Radius))*sample.a; + float strength = sample.a; + totalStrength = totalStrength + strength; + blurred = blurred + sample; + } + float alpha = totalAlpha/totalSamples*AlphaMult; + gl_FragColor = vec4(blurred.rgb / totalStrength, alpha); +} |
