Files
matrix/shaders/glsl/bloomPass.blur.frag.glsl

18 lines
414 B
GLSL

precision mediump float;
uniform float width, height;
uniform sampler2D tex;
uniform vec2 direction;
varying vec2 vUV;
void main() {
vec2 size = width > height ? vec2(width / height, 1.) : vec2(1., height / width);
gl_FragColor =
texture2D(tex, vUV) * 0.442 +
(
texture2D(tex, vUV + direction / max(width, height) * size) +
texture2D(tex, vUV - direction / max(width, height) * size)
) * 0.279;
}