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- uniform sampler2D SCREEN_TEXTURE;
- uniform highp float Strength;
- const highp int SampleCount = 10; // a higher number makes the shader look better, but has a big performance impact
- // a simple radial blur
- void fragment() {
- highp vec2 uv = FRAGCOORD.xy * SCREEN_PIXEL_SIZE.xy;
- highp vec2 direction = vec2(0.5, 0.5) - uv;
- for (int i=1; i <= SampleCount; i++)
- {
- COLOR += zTextureSpec(SCREEN_TEXTURE, uv + float(i) * Strength / float(SampleCount) * direction);
- }
- COLOR = COLOR / float(SampleCount);
- }
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