Slide 60
Slide 60 text
void main() {
vec4 sum = vec4(0);
float step = iResolution.y;
// y
for(float i = -area ; i <= area ; i += 1.) {
// x
for(float j = -area ; j <= area ; j += 1.) {
float x = v_texCoords.x + i / iResolution.x;
float y = v_texCoords.y + j / iResolution.y;
sum += texture2D(u_texture, vec2(x, y)) * 0.005;
}
}
gl_FragColor = texture2D(u_texture, v_texCoords) + sum;
}