swwmgz_m/shaders/pp/BokehSel.fp

27 lines
553 B
GLSL

// blur fade from Spooktober
#define PI 3.14159265
void main()
{
vec2 coord = TexCoord;
vec2 tsiz = vec2(textureSize(InputTexture,0));
vec2 bof = vec2((tsiz.y/tsiz.x),1.)/256.;
vec4 res = texture(InputTexture,coord);
int rsamples, tstep = 1;
float bstep;
vec2 rcoord;
for ( int i=1; i<=3; i++ )
{
rsamples = i*3;
for ( int j=0; j<rsamples; j++ )
{
bstep = PI*2.0/rsamples;
rcoord = vec2(cos(j*bstep),sin(j*bstep))*i;
tstep++;
res += texture(InputTexture,coord+rcoord*bof*strength);
}
}
res /= tstep;
FragColor = res;
}