procedural-3d-engine/shaders/glsl/radialblur/radialblur.frag

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#version 450
layout (binding = 1) uniform sampler2D samplerColor;
layout (binding = 0) uniform UBO
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{
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);
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vec2 UV = inUV;
vec4 color = vec4(0.0, 0.0, 0.0, 0.0);
UV += radialSize * 0.5 - ubo.radialOrigin;
#define samples 32
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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;
}