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