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float Pi = 6.28318530718; // Pi*2
    
    // GAUSSIAN BLUR SETTINGS {{{
    float Directions = 16.0; // BLUR DIRECTIONS (Default 16.0 - More is better but slower)
    float Quality = 3.0; // BLUR QUALITY (Default 4.0 - More is better but slower)
    float Size = 64.0; // BLUR SIZE (Radius)
    // GAUSSIAN BLUR SETTINGS }}}
   
    vec2 Radius = Size/iResolution.xy;
    
    // Normalized pixel coordinates (from 0 to 1)
    vec2 uv = fragCoord/iResolution.xy;
    // Pixel colour
    vec4 Color = texture(iChannel0, uv);
    
    // Blur calculations
    for( float d=0.0; d<Pi; d+=Pi/Directions)
    {
        for(float i=1.0/Quality; i<=1.0; i+=1.0/Quality)
        {
            Color += texture( iChannel0, uv+vec2(cos(d),sin(d))Radiusi);        
        }
    }
    
    // Output to screen
    Color /= Quality * Directions - 15.0;
    fragColor =  Color;
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