@@ -7,18 +7,18 @@ uniform highp float blurSize;
77
88void main()
99{
10- // TODO: Do a more intelligent scaling based on resolution here
10+
1111 highp vec2 samplingOffset = 1.0 / 100.0 * (blurCenter - textureCoordinate) * blurSize;
1212
13- lowp vec4 fragmentColor = texture2D (inputImageTexture, textureCoordinate) * 0.18 ;
14- fragmentColor += texture2D (inputImageTexture, textureCoordinate + samplingOffset) * 0.15 ;
15- fragmentColor += texture2D (inputImageTexture, textureCoordinate + (2.0 * samplingOffset)) * 0.12 ;
16- fragmentColor += texture2D (inputImageTexture, textureCoordinate + (3.0 * samplingOffset)) * 0.09 ;
17- fragmentColor += texture2D (inputImageTexture, textureCoordinate + (4.0 * samplingOffset)) * 0.05 ;
18- fragmentColor += texture2D (inputImageTexture, textureCoordinate - samplingOffset) * 0.15 ;
19- fragmentColor += texture2D (inputImageTexture, textureCoordinate - (2.0 * samplingOffset)) * 0.12 ;
20- fragmentColor += texture2D (inputImageTexture, textureCoordinate - (3.0 * samplingOffset)) * 0.09 ;
21- fragmentColor += texture2D (inputImageTexture, textureCoordinate - (4.0 * samplingOffset)) * 0.05 ;
13+ lowp vec4 blurColor = texture2D (inputImageTexture, textureCoordinate) * 0.18 ;
14+ blurColor += texture2D (inputImageTexture, textureCoordinate + samplingOffset) * 0.15 ;
15+ blurColor += texture2D (inputImageTexture, textureCoordinate + (2.0 * samplingOffset)) * 0.12 ;
16+ blurColor += texture2D (inputImageTexture, textureCoordinate + (3.0 * samplingOffset)) * 0.09 ;
17+ blurColor += texture2D (inputImageTexture, textureCoordinate + (4.0 * samplingOffset)) * 0.05 ;
18+ blurColor += texture2D (inputImageTexture, textureCoordinate - samplingOffset) * 0.15 ;
19+ blurColor += texture2D (inputImageTexture, textureCoordinate - (2.0 * samplingOffset)) * 0.12 ;
20+ blurColor += texture2D (inputImageTexture, textureCoordinate - (3.0 * samplingOffset)) * 0.09 ;
21+ blurColor += texture2D (inputImageTexture, textureCoordinate - (4.0 * samplingOffset)) * 0.05 ;
2222
23- gl_FragColor = fragmentColor ;
23+ gl_FragColor = blurColor ;
2424}
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