17 lines
943 B
Plaintext
17 lines
943 B
Plaintext
uniform sampler2D SCREEN_TEXTURE;
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uniform highp float BLUR_AMOUNT;
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void fragment() {
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highp vec3 col = texture(SCREEN_TEXTURE, UV).xyz * BLUR_AMOUNT;
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highp vec4 color = zTexture(UV);
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col += texture(SCREEN_TEXTURE, UV + vec2(0.0, SCREEN_PIXEL_SIZE.y)).xyz * 0.15;
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col += texture(SCREEN_TEXTURE, UV + vec2(0.0, -SCREEN_PIXEL_SIZE.y)).xyz * 0.15;
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col += texture(SCREEN_TEXTURE, UV + vec2(0.0, 2.0 * SCREEN_PIXEL_SIZE.y)).xyz * 0.12;
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col += texture(SCREEN_TEXTURE, UV + vec2(0.0, 2.0 * -SCREEN_PIXEL_SIZE.y)).xyz * 0.12;
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col += texture(SCREEN_TEXTURE, UV + vec2(0.0, 3.0 * SCREEN_PIXEL_SIZE.y)).xyz * 0.09;
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col += texture(SCREEN_TEXTURE, UV + vec2(0.0, 3.0 * -SCREEN_PIXEL_SIZE.y)).xyz * 0.09;
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col += texture(SCREEN_TEXTURE, UV + vec2(0.0, 4.0 * SCREEN_PIXEL_SIZE.y)).xyz * 0.05;
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col += texture(SCREEN_TEXTURE, UV + vec2(0.0, 4.0 * -SCREEN_PIXEL_SIZE.y)).xyz * 0.05;
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COLOR = vec4(vec3(col), color.a);
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}
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