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blurryy.swsl 943 B

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  1. uniform sampler2D SCREEN_TEXTURE;
  2. uniform highp float BLUR_AMOUNT;
  3. void fragment() {
  4. highp vec3 col = texture(SCREEN_TEXTURE, UV).xyz * BLUR_AMOUNT;
  5. highp vec4 color = zTexture(UV);
  6. col += texture(SCREEN_TEXTURE, UV + vec2(0.0, SCREEN_PIXEL_SIZE.y)).xyz * 0.15;
  7. col += texture(SCREEN_TEXTURE, UV + vec2(0.0, -SCREEN_PIXEL_SIZE.y)).xyz * 0.15;
  8. col += texture(SCREEN_TEXTURE, UV + vec2(0.0, 2.0 * SCREEN_PIXEL_SIZE.y)).xyz * 0.12;
  9. col += texture(SCREEN_TEXTURE, UV + vec2(0.0, 2.0 * -SCREEN_PIXEL_SIZE.y)).xyz * 0.12;
  10. col += texture(SCREEN_TEXTURE, UV + vec2(0.0, 3.0 * SCREEN_PIXEL_SIZE.y)).xyz * 0.09;
  11. col += texture(SCREEN_TEXTURE, UV + vec2(0.0, 3.0 * -SCREEN_PIXEL_SIZE.y)).xyz * 0.09;
  12. col += texture(SCREEN_TEXTURE, UV + vec2(0.0, 4.0 * SCREEN_PIXEL_SIZE.y)).xyz * 0.05;
  13. col += texture(SCREEN_TEXTURE, UV + vec2(0.0, 4.0 * -SCREEN_PIXEL_SIZE.y)).xyz * 0.05;
  14. COLOR = vec4(vec3(col), color.a);
  15. }