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basic replayable replays
[carveJwlIkooP6JGAAIwe30JlM.git]
/
shaders
/
blitblur.fs
diff --git
a/shaders/blitblur.fs
b/shaders/blitblur.fs
index 860602281395bd57df0aacc669df7d6d28d0e518..65f4ea24706b996c49c64090577b98a88813ccbd 100644
(file)
--- a/
shaders/blitblur.fs
+++ b/
shaders/blitblur.fs
@@
-2,7
+2,7
@@
out vec4 FragColor;
uniform sampler2D uTexMain;
uniform sampler2D uTexMotion;
uniform float uBlurStrength;
uniform sampler2D uTexMain;
uniform sampler2D uTexMotion;
uniform float uBlurStrength;
-uniform
float uBlurExponent
;
+uniform
vec2 uOverrideDir
;
in vec2 aUv;
in vec2 aUv;
@@
-19,7
+19,7
@@
void main()
vec2 vrand = rand_hash22( aUv ) * 2.0 - vec2(1.0);
vec2 vrand1 = rand_hash22( vrand ) * 2.0 - vec2(1.0);
vec2 vrand = rand_hash22( aUv ) * 2.0 - vec2(1.0);
vec2 vrand1 = rand_hash22( vrand ) * 2.0 - vec2(1.0);
- vec2 vdir = texture( uTexMotion, aUv ).xy * uBlurStrength;
+ vec2 vdir = texture( uTexMotion, aUv ).xy * uBlurStrength
+ uOverrideDir
;
vec4 vcolour0 = texture( uTexMain, aUv + vdir*vrand.x );
vec4 vcolour1 = texture( uTexMain, aUv + vdir*vrand.y );
vec4 vcolour0 = texture( uTexMain, aUv + vdir*vrand.x );
vec4 vcolour1 = texture( uTexMain, aUv + vdir*vrand.y );