out vec4 FragColor;
uniform sampler2D uTexMain;
+uniform sampler2D uTexMotion;
+uniform float uBlurStrength;
+uniform float uBlurExponent;
in vec2 aUv;
void main()
{
- vec2 voffset = rand_hash22( aUv );
+ vec2 vcenter = (aUv-vec2(0.5))*vec2(2.0);
+ vec2 vrand = rand_hash22( aUv ) * 2.0 - vec2(1.0);
+ vec2 vrand1 = rand_hash22( vrand ) * 2.0 - vec2(1.0);
- float bamt = abs(aUv.x-0.5)*2.0;
- bamt = pow(bamt,4.0)*0.05;
+ vec2 vdir = texture( uTexMotion, aUv ).xy * uBlurStrength;
- FragColor = texture( uTexMain, aUv + voffset*bamt );
+ vec4 vcolour0 = texture( uTexMain, aUv + vdir*vrand.x );
+ vec4 vcolour1 = texture( uTexMain, aUv + vdir*vrand.y );
+ vec4 vcolour2 = texture( uTexMain, aUv + vdir*vrand1.x );
+ vec4 vcolour3 = texture( uTexMain, aUv + vdir*vrand1.y );
+
+ FragColor = ( vcolour0 + vcolour1 + vcolour2 + vcolour3 ) * 0.25;
}