#version 330 in vec2 fragTexCoord; uniform sampler2D texture0; vec3 rgb2yiq(vec3 c){ return vec3( (0.2989 * c.x + 0.5959 * c.y + 0.2115 * c.z), (0.5870 * c.x - 0.2744 * c.y - 0.5229 * c.z), (0.1140 * c.x - 0.3216 * c.y + 0.3114 * c.z) ); } vec3 yiq2rgb(vec3 c){ return vec3( (1.0 * c.x + 1.0 * c.y + 1.0 * c.z), (0.956 * c.x - 0.2720 * c.y - 1.1060 * c.z), (0.6210 * c.x - 0.6474 * c.y + 1.7046 * c.z) ); } vec2 Circle(float Start, float Points, float Point){ float Rad = (3.141592 * 2.0 * (1.0 / Points)) * (Point + Start); return vec2(-(.3+Rad), cos(Rad)); } vec3 Blur(vec2 uv, float f, float d, sampler2D iChannel0){ vec2 PixelOffset = vec2(d, 0); float Start = 2.0 / 14.0; vec2 Scale = 0.66 * 3.0 * 2.0 * PixelOffset.xy; vec3 N0 = texture(iChannel0, uv + Circle(Start, 14.0, 0.0) * Scale).rgb; vec3 N1 = texture(iChannel0, uv + Circle(Start, 14.0, 1.0) * Scale).rgb; vec3 N2 = texture(iChannel0, uv + Circle(Start, 14.0, 2.0) * Scale).rgb; vec3 N3 = texture(iChannel0, uv + Circle(Start, 14.0, 3.0) * Scale).rgb; vec3 N4 = texture(iChannel0, uv + Circle(Start, 14.0, 4.0) * Scale).rgb; vec3 N5 = texture(iChannel0, uv + Circle(Start, 14.0, 5.0) * Scale).rgb; vec3 N6 = texture(iChannel0, uv + Circle(Start, 14.0, 6.0) * Scale).rgb; vec3 N7 = texture(iChannel0, uv + Circle(Start, 14.0, 7.0) * Scale).rgb; vec3 N8 = texture(iChannel0, uv + Circle(Start, 14.0, 8.0) * Scale).rgb; vec3 N9 = texture(iChannel0, uv + Circle(Start, 14.0, 9.0) * Scale).rgb; vec3 N10 = texture(iChannel0, uv + Circle(Start, 14.0, 10.0) * Scale).rgb; vec3 N11 = texture(iChannel0, uv + Circle(Start, 14.0, 11.0) * Scale).rgb; vec3 N12 = texture(iChannel0, uv + Circle(Start, 14.0, 12.0) * Scale).rgb; vec3 N13 = texture(iChannel0, uv + Circle(Start, 14.0, 13.0) * Scale).rgb; vec3 N14 = texture(iChannel0, uv).rgb; vec3 clr = N14; float W = 1.0 / 15.0; clr = (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); return clr; } out vec4 finalColor; void main(){ vec2 uv = gl_FragCoord.xy / vec2(textureSize(texture0, 0)); vec3 color; // Apply blur float d = 0.051; float c = 0.002 * d; color.xyz = Blur(uv, 0.0, c + c * (uv.x), texture0); float y = rgb2yiq(color.xyz).r; uv.x += 0.01 * d; c *= 6.0; color.xyz = Blur(uv, 0.333, c, texture0); float i = rgb2yiq(color.xyz).g; uv.x += 0.005 * d; c *= 2.50; color.xyz = Blur(uv, 0.666, c + c * (-uv.x), texture0); float q = rgb2yiq(color.xyz).b; color.xyz = yiq2rgb(vec3(y, i, q)); color.xyz *= smoothstep(1.0, 0.999, uv.x - .1); finalColor = vec4(color, 1.0); }