#version 100 precision lowp float; varying vec2 texcoord; uniform sampler2D tex; uniform vec2 wobble; uniform vec3 invert; uniform vec2 blur; // Source: https://github.com/Jam3/glsl-fast-gaussian-blur/blob/master/5.glsl vec4 blur5(sampler2D image, vec2 uv, vec2 resolution, vec2 direction) { vec4 color = vec4(0.0); vec2 off1 = vec2(1.3333333333333333) * direction; color += texture2D(image, uv) * 0.29411764705882354; color += texture2D(image, uv + (off1 / resolution)) * 0.35294117647058826; color += texture2D(image, uv - (off1 / resolution)) * 0.35294117647058826; return color; } void main() { vec2 offset = wobble.x * vec2( sin(wobble.y + texcoord.y) * 0.1, cos(wobble.y + texcoord.x) * 0.1 ); vec4 col = texture2D(tex, texcoord + offset * (1.0 - length(texcoord - 0.5) )); gl_FragColor = (1.0 - col) * vec4(invert, 1.0) + col * (1.0 - vec4(invert, 1.0));//blur5(tex, texcoord, blur, vec2(3.0)); }