v4k-git-backup/engine/art/shaders/fs_shadow_blur.glsl

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uniform sampler2D textureSource;
uniform vec2 ScaleU;
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in vec2 uv;
out vec4 fragcolor;
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void main() {
vec4 color = vec4(0.0);
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color += texture( textureSource, uv.st + vec2( -3.0*ScaleU.x, -3.0*ScaleU.y ) ) * 0.015625;
color += texture( textureSource, uv.st + vec2( -2.0*ScaleU.x, -2.0*ScaleU.y ) )*0.09375;
color += texture( textureSource, uv.st + vec2( -1.0*ScaleU.x, -1.0*ScaleU.y ) )*0.234375;
color += texture( textureSource, uv.st + vec2( 0.0 , 0.0) )*0.3125;
color += texture( textureSource, uv.st + vec2( 1.0*ScaleU.x, 1.0*ScaleU.y ) )*0.234375;
color += texture( textureSource, uv.st + vec2( 2.0*ScaleU.x, 2.0*ScaleU.y ) )*0.09375;
color += texture( textureSource, uv.st + vec2( 3.0*ScaleU.x, -3.0*ScaleU.y ) ) * 0.015625;
fragcolor = vec4(color.xyz, 1.0);
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}