Files
oak-editor/effects/directionalblur.frag
T

30 lines
738 B
GLSL

#version 110
#define M_PI 3.1415926535897932384626433832795
uniform sampler2D image;
uniform float angle; // degrees
uniform float length;
uniform vec2 resolution;
void main(void) {
if (length > 0.0) {
float ceillen = ceil(length);
float radians = (angle*M_PI)/180.0;
float divider = 1.0 / ceillen;
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;
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);
}
}