6
2026-01-18 12:53:36 +03:00

17 lines
943 B
Plaintext

uniform sampler2D SCREEN_TEXTURE;
uniform highp float BLUR_AMOUNT;
void fragment() {
highp vec3 col = texture(SCREEN_TEXTURE, UV).xyz * BLUR_AMOUNT;
highp vec4 color = zTexture(UV);
col += texture(SCREEN_TEXTURE, UV + vec2(SCREEN_PIXEL_SIZE.x, 0.0)).xyz * 0.15;
col += texture(SCREEN_TEXTURE, UV + vec2(-SCREEN_PIXEL_SIZE.x, 0.0)).xyz * 0.15;
col += texture(SCREEN_TEXTURE, UV + vec2(2.0 * SCREEN_PIXEL_SIZE.x, 0.0)).xyz * 0.12;
col += texture(SCREEN_TEXTURE, UV + vec2(2.0 * -SCREEN_PIXEL_SIZE.x, 0.0)).xyz * 0.12;
col += texture(SCREEN_TEXTURE, UV + vec2(3.0 * SCREEN_PIXEL_SIZE.x, 0.0)).xyz * 0.09;
col += texture(SCREEN_TEXTURE, UV + vec2(3.0 * -SCREEN_PIXEL_SIZE.x, 0.0)).xyz * 0.09;
col += texture(SCREEN_TEXTURE, UV + vec2(4.0 * SCREEN_PIXEL_SIZE.x, 0.0)).xyz * 0.05;
col += texture(SCREEN_TEXTURE, UV + vec2(4.0 * -SCREEN_PIXEL_SIZE.x, 0.0)).xyz * 0.05;
COLOR = vec4(vec3(col), color.a);
}