25 lines
582 B
GLSL
25 lines
582 B
GLSL
#version 150
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uniform sampler2D t0, ts;
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uniform vec2 dt;
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uniform float factor = 1.;
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uniform int steps = 8;
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void main(void) {
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vec2 cdt = dt / steps;
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vec2 ct = qgl_FragTexture.xy;
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vec3 speed = texelFetch(ts, ivec2(gl_FragCoord.xy), 0).rgb * 256 * factor;
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int hsteps = steps / 2;
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ct -= speed.xy * cdt * hsteps;
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vec3 scol = vec3(0);//texture(t0, ct).rgb;
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float sum = 0.;
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for (int i = 0; i < steps; ++i) {
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ct += speed.xy * cdt;
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float mul = 1. - abs(i - hsteps) * 2. / steps;
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scol += texture(t0, ct).rgb * mul;
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sum += mul;
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}
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scol /= sum;
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qgl_FragData[0].rgb = scol;
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}
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