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2025-04-29 13:39:02 -05:00

15 lines
294 B
GLSL

#include "common_blur.h"
varying vec4 v_TexCoord;
uniform sampler2D g_Texture0;
void main() {
#if VERTICAL
vec3 albedo = blur3(v_TexCoord.xy, vec2(0, v_TexCoord.w));
#else
vec3 albedo = blur3(v_TexCoord.xy, vec2(v_TexCoord.z, 0));
#endif
gl_FragColor = vec4(albedo, 1.0);
}