OpenGL ES 2.0 / GLSL 1.0
Blur Fragment Shader
最終更新:
opengles
-
view
precision mediump float;
uniform sampler2D renderTexture;
varying vec2 v_texCoord;
uniform float u_blurStep;
void main(void)
{
vec4 sample0,
sample1,
sample2,
sample3;
float step = u_blurStep / 100.0;
sample0 = texture2D(renderTexture,
vec2(v_texCoord.x - step, v_texCoord.y - step));
sample1 = texture2D(renderTexture, vec2(v_texCoord.x + step, v_texCoord.y + step));
sample2 = texture2D(renderTexture, vec2(v_texCoord.x + step, v_texCoord.y - step));
sample3 = texture2D(renderTexture, vec2(v_texCoord.x - step, v_texCoord.y + step));
gl_FragColor = (sample0 + sample1 + sample2 + sample3) / 4.0;
}