uniform sampler2D uTexMain;
uniform sampler2D uTexMotion;
uniform float uBlurStrength;
+uniform vec2 uOverrideDir;
in vec2 aUv;
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 );