#version 330 core // base shader code from https://www.shadertoy.com/view/XssSDs in vec2 vTexCoords; out vec4 fragColor; // Pixel default uniforms uniform vec4 uTexBounds; uniform sampler2D uTexture; // Our custom uniforms uniform float uTime; uniform vec4 uMouse; vec2 Circle(float Start, float Points, float Point) { float Rad = (3.141592 * 2.0 * (1.0 / Points)) * (Point + Start); return vec2(sin(Rad), cos(Rad)); } void main() { // It is often very useful to normalize the fragment coordinate. Usually // represented as "uv" we do so here: // // Normalize the fragments's position, this is the location we use to sample // our two textures/buffers. Note: Pixel passes resolution info through // uTexBounds.zw (x, y) vec2 uv = gl_FragCoord.xy / uTexBounds.zw; vec2 PixelOffset = 1.0 / uTexBounds.zw; float Start = 4.0 / 14.0; vec2 Scale = 0.66 * 4.0 * 2.0 * PixelOffset.xy; vec3 N0 = texture(uTexture, uv + Circle(Start, 14.0, 0.0) * Scale).rgb; vec3 N1 = texture(uTexture, uv + Circle(Start, 14.0, 1.0) * Scale).rgb; vec3 N2 = texture(uTexture, uv + Circle(Start, 14.0, 2.0) * Scale).rgb; vec3 N3 = texture(uTexture, uv + Circle(Start, 14.0, 3.0) * Scale).rgb; vec3 N4 = texture(uTexture, uv + Circle(Start, 14.0, 4.0) * Scale).rgb; vec3 N5 = texture(uTexture, uv + Circle(Start, 14.0, 5.0) * Scale).rgb; vec3 N6 = texture(uTexture, uv + Circle(Start, 14.0, 6.0) * Scale).rgb; vec3 N7 = texture(uTexture, uv + Circle(Start, 14.0, 7.0) * Scale).rgb; vec3 N8 = texture(uTexture, uv + Circle(Start, 14.0, 8.0) * Scale).rgb; vec3 N9 = texture(uTexture, uv + Circle(Start, 14.0, 9.0) * Scale).rgb; vec3 N10 = texture(uTexture, uv + Circle(Start, 14.0, 10.0) * Scale).rgb; vec3 N11 = texture(uTexture, uv + Circle(Start, 14.0, 11.0) * Scale).rgb; vec3 N12 = texture(uTexture, uv + Circle(Start, 14.0, 12.0) * Scale).rgb; vec3 N13 = texture(uTexture, uv + Circle(Start, 14.0, 13.0) * Scale).rgb; vec3 N14 = texture(uTexture, uv).rgb; float W = 1.0 / 15.0; vec3 color = vec3(0,0,0); color.rgb = (N0 * W) + (N1 * W) + (N2 * W) + (N3 * W) + (N4 * W) + (N5 * W) + (N6 * W) + (N7 * W) + (N8 * W) + (N9 * W) + (N10 * W) + (N11 * W) + (N12 * W) + (N13 * W) + (N14 * W); // curTexColor is the value of the current fragment color // from Pixel's (the library) input texture. vec4 curTexColor = texture(uTexture, uv); float xvalue = 0.0; // Left mouse button is currently pressed if (uMouse[2] == 1.0) xvalue = uMouse[0] / uTexBounds.z; if(uv.x < xvalue) { color.rgb = curTexColor.rgb; } // Draw a black verticle line between our two halves // to distinguish unblurred and blurred if(abs(uv.x - xvalue) < 0.0015) color = vec3(0.0); fragColor = vec4(color.rgb, 1.0); }