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