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