aeon-199x/shaders/module/horizontal_blur.frag

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vec2 neighborOffset = vec2(1 / viewWidth, 0);
float avg(float l, float c, float r) {
return (l + c + r) / 3;
}
vec3 hblur() {
vec3 center = texture2D(gcolor, texcoord).rgb;
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vec2 leftPos = texcoord - neighborOffset;
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vec2 rightPos = texcoord + neighborOffset;
vec3 left;
if(leftPos.x >= 0)
left = texture2D(gcolor, leftPos).rgb;
else
left = center;
vec3 right;
if(rightPos.x >= 0)
right = texture2D(gcolor, rightPos).rgb;
else
right = center;
return vec3(avg(left.r, center.r, right.r), avg(left.g, center.g, right.g), avg(left.b, center.b, right.b));
}