light_world.lua/shader/blurh.glsl
2014-03-06 16:56:25 +01:00

13 lines
530 B
GLSL

extern vec2 screen = vec2(800.0, 600.0);
extern float steps = 2.0;
vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 pixel_coords) {
vec2 pSize = vec2(1.0 / screen.x, 1.0 / screen.y);
vec4 col = Texel(texture, texture_coords);
for(int i = 1; i <= steps; i++) {
col = col + Texel(texture, vec2(texture_coords.x, texture_coords.y - pSize.y * i));
col = col + Texel(texture, vec2(texture_coords.x, texture_coords.y + pSize.y * i));
}
col = col / (steps * 2.0 + 1.0);
return vec4(col.r, col.g, col.b, 1.0);
}