blur.glsl 329 B

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  1. float4 render(float2 uv) {
  2. float4 image_color = image.Sample(builtin_texture_sampler, uv);
  3. float a = uv[0] - 0.5;
  4. float b = uv[1] - 0.5;
  5. a = a * a * a * a;
  6. b = b * b * b * b;
  7. image_color[0] = image_color[0] - a - b;
  8. image_color[1] = image_color[1] - a - b;
  9. image_color[2] = image_color[2] - a - b;
  10. return image_color;
  11. }