diff --git a/effects/boxblur.frag b/effects/boxblur.frag index 3683a469e..626cc1f7e 100644 --- a/effects/boxblur.frag +++ b/effects/boxblur.frag @@ -18,10 +18,12 @@ void main(void) { float divider = 1.0; if (horiz_blur) divider /= rad; if (vert_blur) divider /= rad; + vec4 color = vec4(0.0); for (float x=-x_rad+0.5;x<=x_rad;x+=2.0) { for (float y=-y_rad+0.5;y<=y_rad;y+=2.0) { - gl_FragColor += texture2D(image, (vec2(gl_FragCoord.x+x, gl_FragCoord.y+y))/resolution)*(divider); + color += texture2D(image, (vec2(gl_FragCoord.x+x, gl_FragCoord.y+y))/resolution)*(divider); } } + gl_FragColor = color; } } \ No newline at end of file diff --git a/effects/directionalblur.frag b/effects/directionalblur.frag index 1d549ed6d..e04d350ed 100644 --- a/effects/directionalblur.frag +++ b/effects/directionalblur.frag @@ -17,11 +17,13 @@ void main(void) { float sin_angle = sin(radians); float cos_angle = cos(radians); + vec4 color = vec4(0.0); for (float i=-ceillen+0.5;i<=ceillen;i+=2.0) { float y = sin_angle * i; float x = cos_angle * i; - gl_FragColor += texture2D(image, vec2(gl_FragCoord.x+x, gl_FragCoord.y+y)/resolution)*(divider); + color += texture2D(image, vec2(gl_FragCoord.x+x, gl_FragCoord.y+y)/resolution)*(divider); } + gl_FragColor = color; } else { gl_FragColor = texture2D(image, gl_FragCoord.xy/resolution); } diff --git a/effects/gaussianblur.frag b/effects/gaussianblur.frag index f2d76caf2..b5dd4e8c9 100644 --- a/effects/gaussianblur.frag +++ b/effects/gaussianblur.frag @@ -36,11 +36,13 @@ void main(void) { } } + vec4 color = vec4(0.0); for (float x=-x_rad+0.5;x<=x_rad;x+=2.0) { for (float y=-y_rad+0.5;y<=y_rad;y+=2.0) { float weight = (gaussian2(x, y, sigma)/sum); - gl_FragColor += texture2D(image, (vec2(gl_FragCoord.x+x, gl_FragCoord.y+y))/resolution)*(weight); + color += texture2D(image, (vec2(gl_FragCoord.x+x, gl_FragCoord.y+y))/resolution)*(weight); } } + gl_FragColor = color; } } \ No newline at end of file diff --git a/effects/radialblur.frag b/effects/radialblur.frag index 2101480f2..e32cfb662 100644 --- a/effects/radialblur.frag +++ b/effects/radialblur.frag @@ -22,11 +22,15 @@ void main(void) { float limit = ceil(radius * multiplier); float divider = 1.0 / limit; + + vec4 color = vec4(0.0); + for (float i=-limit+0.5;i<=limit;i+=2.0) { float y = sin_angle * i; float x = cos_angle * i; - gl_FragColor += texture2D(image, vec2(gl_FragCoord.x+x, gl_FragCoord.y+y)/resolution)*(divider); + color += texture2D(image, vec2(gl_FragCoord.x+x, gl_FragCoord.y+y)/resolution)*(divider); } + gl_FragColor = color; } else { gl_FragColor = texture2D(image, gl_FragCoord.xy/resolution); }