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Digital Artifex c8f3f1e981 Added shader packs
2025-08-19 09:33:45 -04:00

31 lines
957 B
GLSL

const float radialBlurInstensity = 0.01;
const float speed = 3.0;
const float pi = 3.14159265359;
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
float s = sin(iTime*speed * pi / 16.0 - 1.0);
vec2 radialBlurCenter = vec2((s * 0.5 + 0.5) * 0.5 + 0.25, abs(s)* 0.2 + 0.35);
vec2 uv = fragCoord.xy/iResolution.xy;
vec2 uvCenter = uv - radialBlurCenter;
float c = length(uv - radialBlurCenter);
vec4 texBlurred = texture(iChannel0, uv);
float itter = 0.0;
for(float itter1 = 0.0; itter1 < 5.0; itter1++)
{
itter = itter1;
texBlurred += texture(iChannel0, uvCenter * (1.0 - radialBlurInstensity *
itter1 * c) + radialBlurCenter);
}
vec4 res = texBlurred / itter;
vec4 prev = texture(iChannel1, uv);
float motionBlur = mix(res.w, prev.w, 0.75);
vec3 light = motionBlur * vec3(0.25, 0.5, 0.75);
fragColor = vec4(res.xyz + light*2.0, motionBlur);
}