/******************************************************************************* * * Copyright (c) 2018 Gnarly Narwhal * * ----------------------------------------------------------------------------- * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files(the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions * * The above copyright notice and this permission notice shall be included in all * copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. * *******************************************************************************/ #version 330 core uniform vec2 resolution; uniform sampler2D tex; uniform sampler2D background; uniform bool horizontal = true; uniform float brightness = 0.55; uniform float distance = 15.0; in vec2 texCoords; layout (location = 0) out vec4 color; void main() { vec2 pixel = 1.0 / resolution; int numPixels = int(distance * resolution.y / 1080.0); float weight = 1.0 / numPixels; vec2 transform = vec2(pixel.x * int(horizontal), pixel.y * int(!horizontal)); color = texture(tex, texCoords); vec3 result = texture(tex, texCoords).rgb * weight; for(int i = 1; i < numPixels; ++i) { result += texture(tex, texCoords + transform * i).rgb * weight; result += texture(tex, texCoords - transform * i).rgb * weight; } color.rgb = mix(result, texture(background, vec2(texCoords.x, 1.0 - texCoords.y)).rgb, 1 - brightness); }