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full_blur_2y.frag
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///////////////////////////////////////////////////////
//*-------------------------------------------------*//
//| Part of Project One (https://www.maus-games.at) |//
//*-------------------------------------------------*//
//| Copyright (c) 2010 Martin Mauersics |//
//| Released under the zlib License |//
//*-------------------------------------------------*//
///////////////////////////////////////////////////////
#include "engine/data_transform_2d.glsl"
void FragmentMain()
{
vec3 v3Color = vec3(0.0);
float v1Step = u_v4Resolution.w * 1.5;
// blur with a 5x5 Gaussian filter (Y axis)
v3Color += ( 7.0/107.0) * coreTextureBase2D(0, v_av2TexCoord[0] + vec2(0.0, v1Step * -2.0)).rgb;
v3Color += (26.0/107.0) * coreTextureBase2D(0, v_av2TexCoord[0] + vec2(0.0, v1Step * -1.0)).rgb;
v3Color += (41.0/107.0) * coreTextureBase2D(0, v_av2TexCoord[0] + vec2(0.0, v1Step * 0.0)).rgb;
v3Color += (26.0/107.0) * coreTextureBase2D(0, v_av2TexCoord[0] + vec2(0.0, v1Step * 1.0)).rgb;
v3Color += ( 7.0/107.0) * coreTextureBase2D(0, v_av2TexCoord[0] + vec2(0.0, v1Step * 2.0)).rgb;
// blur with a 7x7 cone filter (Y axis)
//v3Color += (1.0/16.0) * coreTextureBase2D(0, v_av2TexCoord[0] + vec2(0.0, v1Step * -3.0)).rgb;
//v3Color += (2.0/16.0) * coreTextureBase2D(0, v_av2TexCoord[0] + vec2(0.0, v1Step * -2.0)).rgb;
//v3Color += (3.0/16.0) * coreTextureBase2D(0, v_av2TexCoord[0] + vec2(0.0, v1Step * -1.0)).rgb;
//v3Color += (4.0/16.0) * coreTextureBase2D(0, v_av2TexCoord[0] + vec2(0.0, v1Step * 0.0)).rgb;
//v3Color += (3.0/16.0) * coreTextureBase2D(0, v_av2TexCoord[0] + vec2(0.0, v1Step * 1.0)).rgb;
//v3Color += (2.0/16.0) * coreTextureBase2D(0, v_av2TexCoord[0] + vec2(0.0, v1Step * 2.0)).rgb;
//v3Color += (1.0/16.0) * coreTextureBase2D(0, v_av2TexCoord[0] + vec2(0.0, v1Step * 3.0)).rgb;
gl_FragColor = vec4(coreSaturate(v3Color * u_v4Color.a), 1.0);
}