forked from AuroraMiddleware/gtk
7bb5b8df0b
This is a very direct implementation of a Gaussian blur, without any optimizations.
14 lines
219 B
GLSL
14 lines
219 B
GLSL
#version 420 core
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#include "clip.frag.glsl"
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layout(location = 0) in vec2 inPos;
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layout(location = 1) in float inRadius;
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layout(location = 0) out vec4 color;
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void main()
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{
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color = clip (inPos, vec4(1, 0, 0, 0));
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}
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