jucraft/assets/shader/post.fsh.glsl
2023-04-18 14:17:53 +02:00

29 lines
941 B
GLSL

#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));
}