framebuffer formalitites
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / blitblur.fs
1 out vec4 FragColor;
2 uniform sampler2D uTexMain;
3 uniform sampler2D uTexMotion;
4 uniform float uBlurStrength;
5
6 in vec2 aUv;
7
8 vec2 rand_hash22( vec2 p )
9 {
10 vec3 p3 = fract(vec3(p.xyx) * 213.8976123);
11 p3 += dot(p3, p3.yzx+19.19);
12 return fract(vec2((p3.x + p3.y)*p3.z, (p3.x+p3.z)*p3.y));
13 }
14
15 void main()
16 {
17 vec2 vcenter = (aUv-vec2(0.5))*vec2(2.0);
18 vec2 vrand = rand_hash22( aUv ) * 2.0 - vec2(1.0);
19 vec2 vrand1 = rand_hash22( vrand ) * 2.0 - vec2(1.0);
20
21 vec2 vdir = texture( uTexMotion, aUv ).xy * uBlurStrength;
22
23 vec4 vcolour0 = texture( uTexMain, aUv + vdir*vrand.x );
24 vec4 vcolour1 = texture( uTexMain, aUv + vdir*vrand.y );
25 vec4 vcolour2 = texture( uTexMain, aUv + vdir*vrand1.x );
26 vec4 vcolour3 = texture( uTexMain, aUv + vdir*vrand1.y );
27
28 FragColor = ( vcolour0 + vcolour1 + vcolour2 + vcolour3 ) * 0.25;
29 }