6 uniform sampler2D screenTexture;
\r
7 uniform int applySSSSS;
\r
12 if (applySSSSS == 1) {
\r
13 float x = 1.0/1600.0;
\r
14 float y = 1.0/900.0;
\r
16 float maxDist = N*N + N*N;
\r
18 vec4 color = vec4(0, 0, 0, 1);
\r
19 for (int i = -N; i <= N; i++) {
\r
20 for (int j = -N; j <= N; j++) {
\r
21 float dist = i*i + j*j;
\r
22 vec4 newC = texture(screenTexture, TexCoords + vec2(i*x, j*y)) / (2*N*N);
\r
23 float factor = 1 - (dist / maxDist);
\r
24 factor = pow(factor, 2);
\r
25 color += newC * factor;
\r
31 FragColor = texture(screenTexture, TexCoords);
\r