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			24 lines
		
	
	
		
			630 B
		
	
	
	
		
			GLSL
		
	
			
		
		
	
	
			24 lines
		
	
	
		
			630 B
		
	
	
	
		
			GLSL
		
	
#version 120
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uniform sampler2D DiffuseSampler;
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varying vec2 texCoord;
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varying vec2 oneTexel;
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uniform vec2 InSize;
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uniform vec2 BlurDir;
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uniform float Radius;
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void main() {
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    vec4 blurred = vec4(0.0);
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    float totalStrength = 0.0;
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    for(float r = -Radius; r <= Radius; r += 1.0) {
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        float strength = abs(1.0 - r / Radius);
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        strength = strength * strength;
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        totalStrength = totalStrength + strength;
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        blurred = blurred + texture2D(DiffuseSampler, texCoord + oneTexel * r * BlurDir) * strength;
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    }
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    gl_FragColor = vec4(blurred.rgb / totalStrength, texture2D(DiffuseSampler, texCoord).a);
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}
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