#ifdef __cplusplus #include const std::string shader_overlay_blur_frag = R"(" #version 300 es precision mediump float; out vec4 FragColor; in vec2 uv; in vec2 pos; uniform sampler2D tex; uniform ivec4 size; void main() { vec2 texelSize = 1.0 / vec2(float(size.x), float(size.y)); vec4 result = vec4(0.0, 0.0, 0.0, 0.0); for (int x = -size.z; x <= size.z; ++x) { for (int y = -size.w; y <= size.w; ++y) { vec2 offset = (vec2(float(x), float(y)) * texelSize); result += texture(tex, uv + offset); } } vec4 blur_val = result / vec4((float(size.z) * 2.0) * (float(size.w) * 2.0)); vec4 tex_val = texture(tex, uv); if (tex_val != vec4(0.0,0.0,0.0,0.0)) FragColor = tex_val; else FragColor = blur_val; } ")"; #endif