light_world.lua/lib/shaders/postshaders/radialblur.glsl

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#define nsamples 5
extern number blurstart = 1.0; // 0 to 1
extern number blurwidth = -0.02; // -1 to 1
vec4 effect(vec4 vcolor, Image texture, vec2 texture_coords, vec2 pixel_coords)
{
vec4 c = vec4(0.0, 0.0, 0.0, 1.0);
int i;
for (i = 0; i < nsamples; i++)
{
number scale = blurstart + blurwidth * (float(i) / float(nsamples-1));
c.rgb += Texel(texture, texture_coords * scale).rgb;
}
c.rgb /= float(nsamples);
return c;
}