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libs/qglview/shaders/ssr_blur.frag

39 lines
1.4 KiB
GLSL

#version 150
uniform sampler2D t0;
uniform float radius = 2;
uniform vec2 dt;
void main(void) {
vec2 tc = qgl_FragTexture.xy;
float r = float(radius);
vec4 v0 = texture(t0, tc);
float rad;
float coeff = modf(v0.w, rad) * 1.1;
rad /= 10.;
rad *= 2;
float o = radius * rad, o2 = radius * rad * 2;
vec3 scol = (v0.rgb * 3. +
texture(t0, tc + dt * vec2( o, 0 )).rgb * 2. +
texture(t0, tc + dt * vec2( 0, o )).rgb * 2. +
texture(t0, tc + dt * vec2( -o, 0 )).rgb * 2. +
texture(t0, tc + dt * vec2( 0, -o)).rgb * 2. +
texture(t0, tc + dt * vec2( o, o )).rgb * 1.5 +
texture(t0, tc + dt * vec2( o, -o)).rgb * 1.5 +
texture(t0, tc + dt * vec2( -o, -o )).rgb * 1.5 +
texture(t0, tc + dt * vec2( -o, o )).rgb * 1.5 +
texture(t0, tc + dt * vec2( o2, 0 )).rgb +
texture(t0, tc + dt * vec2( 0, o2)).rgb +
texture(t0, tc + dt * vec2(-o2, 0 )).rgb +
texture(t0, tc + dt * vec2( 0, -o2)).rgb/* +
texture(t0, tc + dt * vec2( o2, o )).rgb +
texture(t0, tc + dt * vec2( o2, -o)).rgb +
texture(t0, tc + dt * vec2(-o2, -o )).rgb +
texture(t0, tc + dt * vec2(-o2, o )).rgb +
texture(t0, tc + dt * vec2( o, o2)).rgb +
texture(t0, tc + dt * vec2( o, -o2)).rgb +
texture(t0, tc + dt * vec2( -o, -o2)).rgb +
texture(t0, tc + dt * vec2( -o, o2)).rgb*/) / 21.;
qgl_FragData[0] = vec4(scol, v0.w);
}