fix: deglitchify drowsiness effect on macOS (#37817)
This commit is contained in:
parent
b6b1915cea
commit
21a66a4cf0
|
|
@ -4,11 +4,13 @@ const highp int SampleCount = 10; // a higher number makes the shader look bette
|
|||
|
||||
// a simple radial blur
|
||||
void fragment() {
|
||||
highp vec2 uv = FRAGCOORD.xy * SCREEN_PIXEL_SIZE.xy;
|
||||
highp vec2 direction = vec2(0.5, 0.5) - uv;
|
||||
highp vec3 col = texture(SCREEN_TEXTURE, UV).xyz;
|
||||
highp vec4 color = zTexture(UV);
|
||||
highp vec2 direction = vec2(0.5, 0.5) - UV;
|
||||
for (int i=1; i <= SampleCount; i++)
|
||||
{
|
||||
COLOR += zTextureSpec(SCREEN_TEXTURE, uv + float(i) * Strength / float(SampleCount) * direction);
|
||||
col += zTextureSpec(SCREEN_TEXTURE, UV + float(i) * Strength / float(SampleCount) * direction).xyz;
|
||||
}
|
||||
COLOR = COLOR / float(SampleCount);
|
||||
col = col / float(SampleCount);
|
||||
COLOR = vec4(vec3(col), color.a);
|
||||
}
|
||||
|
|
|
|||
Loading…
Reference in New Issue