17 lines
602 B
Plaintext
17 lines
602 B
Plaintext
uniform sampler2D SCREEN_TEXTURE;
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uniform highp float Strength;
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const highp int SampleCount = 10; // a higher number makes the shader look better, but has a big performance impact
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// a simple radial blur
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void fragment() {
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highp vec3 col = texture(SCREEN_TEXTURE, UV).xyz;
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highp vec4 color = zTexture(UV);
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highp vec2 direction = vec2(0.5, 0.5) - UV;
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for (int i=1; i <= SampleCount; i++)
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{
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col += zTextureSpec(SCREEN_TEXTURE, UV + float(i) * Strength / float(SampleCount) * direction).xyz;
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}
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col = col / float(SampleCount);
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COLOR = vec4(vec3(col), color.a);
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}
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