| 12345678910111213141516 |
- uniform sampler2D SCREEN_TEXTURE;
- uniform highp float BLUR_AMOUNT;
- void fragment() {
- highp vec3 col = texture(SCREEN_TEXTURE, UV).xyz * BLUR_AMOUNT;
- highp vec4 color = zTexture(UV);
- col += texture(SCREEN_TEXTURE, UV + vec2(SCREEN_PIXEL_SIZE.x, 0.0)).xyz * 0.15;
- col += texture(SCREEN_TEXTURE, UV + vec2(-SCREEN_PIXEL_SIZE.x, 0.0)).xyz * 0.15;
- col += texture(SCREEN_TEXTURE, UV + vec2(2.0 * SCREEN_PIXEL_SIZE.x, 0.0)).xyz * 0.12;
- col += texture(SCREEN_TEXTURE, UV + vec2(2.0 * -SCREEN_PIXEL_SIZE.x, 0.0)).xyz * 0.12;
- col += texture(SCREEN_TEXTURE, UV + vec2(3.0 * SCREEN_PIXEL_SIZE.x, 0.0)).xyz * 0.09;
- col += texture(SCREEN_TEXTURE, UV + vec2(3.0 * -SCREEN_PIXEL_SIZE.x, 0.0)).xyz * 0.09;
- col += texture(SCREEN_TEXTURE, UV + vec2(4.0 * SCREEN_PIXEL_SIZE.x, 0.0)).xyz * 0.05;
- col += texture(SCREEN_TEXTURE, UV + vec2(4.0 * -SCREEN_PIXEL_SIZE.x, 0.0)).xyz * 0.05;
- COLOR = vec4(vec3(col), color.a);
- }
|