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- #version 450
-
- #extension GL_ARB_separate_shader_objects : enable
- #extension GL_ARB_shading_language_420pack : enable
-
- layout (binding = 1) uniform sampler2D samplerColor;
-
- layout (binding = 0) uniform UBO
- {
- float radialBlurScale;
- float radialBlurStrength;
- vec2 radialOrigin;
- } ubo;
-
- layout (location = 0) in vec2 inUV;
-
- layout (location = 0) out vec4 outFragColor;
-
- void main()
- {
- ivec2 texDim = textureSize(samplerColor, 0);
- vec2 radialSize = vec2(1.0 / texDim.s, 1.0 / texDim.t);
-
- vec2 UV = inUV;
-
- vec4 color = vec4(0.0, 0.0, 0.0, 0.0);
- UV += radialSize * 0.5 - ubo.radialOrigin;
-
- #define samples 32
-
- for (int i = 0; i < samples; i++)
- {
- float scale = 1.0 - ubo.radialBlurScale * (float(i) / float(samples-1));
- color += texture(samplerColor, UV * scale + ubo.radialOrigin);
- }
-
- outFragColor = (color / samples) * ubo.radialBlurStrength;
- }
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