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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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