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- #version 120
-
- uniform sampler2D texture;
- uniform sampler2D desktop;
- uniform vec2 screenSize;
-
- varying vec2 uvCoord;
-
- // Stolen from https://github.com/Jam3/glsl-fast-gaussian-blur kinda
- void main()
- {
- float radius = 1;
- vec2 upsideDownUV = vec2( uvCoord.x, -uvCoord.y );
- vec4 color = vec4(0.0);
- vec2 off1 = vec2(1.411764705882353) * vec2( radius, 0 );
- vec2 off2 = vec2(3.2941176470588234) * vec2( radius, 0 );
- vec2 off3 = vec2(5.176470588235294) * vec2( radius, 0 );
- color += texture2D(desktop, upsideDownUV) * 0.1964825501511404;
- color += texture2D(desktop, upsideDownUV + (off1 / screenSize)) * 0.2969069646728344;
- color += texture2D(desktop, upsideDownUV - (off1 / screenSize)) * 0.2969069646728344;
- color += texture2D(desktop, upsideDownUV + (off2 / screenSize)) * 0.09447039785044732;
- color += texture2D(desktop, upsideDownUV - (off2 / screenSize)) * 0.09447039785044732;
- color += texture2D(desktop, upsideDownUV + (off3 / screenSize)) * 0.010381362401148057;
- color += texture2D(desktop, upsideDownUV - (off3 / screenSize)) * 0.010381362401148057;
- gl_FragColor = (texture2D(texture, uvCoord) * color);
- }
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