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

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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);
}