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res/shaders/blur.frag 1.05 KB
9f1cb386   dangge   auto package
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  #ifdef GL_ES
  precision mediump float;
  #endif
  
  varying vec4 v_fragmentColor;
  varying vec2 v_texCoord;
  
  uniform sampler2D CC_Texture0;
  
  uniform vec2 blurSize;
  
  void main() {
  	vec4 sum = vec4(0.0);
  	vec4 substract = vec4(0,0,0,0);
  
  	float alpha = texture2D(CC_Texture0 , v_texCoord).a;
  
  	sum += texture2D(CC_Texture0, v_texCoord - 4.0 * blurSize) * 0.05;
  	sum += texture2D(CC_Texture0, v_texCoord - 3.0 * blurSize) * 0.09;
  	sum += texture2D(CC_Texture0, v_texCoord - 2.0 * blurSize) * 0.12;
  	sum += texture2D(CC_Texture0, v_texCoord - 1.0 * blurSize) * 0.15;
  	sum += texture2D(CC_Texture0, v_texCoord                 ) * 0.16;
  	sum += texture2D(CC_Texture0, v_texCoord + 1.0 * blurSize) * 0.15;
  	sum += texture2D(CC_Texture0, v_texCoord + 2.0 * blurSize) * 0.12;
  	sum += texture2D(CC_Texture0, v_texCoord + 3.0 * blurSize) * 0.09;
  	sum += texture2D(CC_Texture0, v_texCoord + 4.0 * blurSize) * 0.05;
  
  	vec4 temp = vec4(0,0,0,0);
  	temp = (sum - substract) * v_fragmentColor;
  
  	if(alpha < 0.05)
  	{
  		gl_FragColor = vec4(0 , 0 , 0 , 0);
  	}
  	else
  	{
  		gl_FragColor = temp;
  	}
  }