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path: root/drivers/gles2/shaders/effect_blur.glsl
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Diffstat (limited to 'drivers/gles2/shaders/effect_blur.glsl')
-rw-r--r--drivers/gles2/shaders/effect_blur.glsl4
1 files changed, 0 insertions, 4 deletions
diff --git a/drivers/gles2/shaders/effect_blur.glsl b/drivers/gles2/shaders/effect_blur.glsl
index b28d78a6ca..7b607dd76a 100644
--- a/drivers/gles2/shaders/effect_blur.glsl
+++ b/drivers/gles2/shaders/effect_blur.glsl
@@ -23,7 +23,6 @@ uniform vec4 blur_section;
#endif
void main() {
-
uv_interp = uv_in;
gl_Position = vec4(vertex_attrib, 0.0, 1.0);
#ifdef USE_BLUR_SECTION
@@ -127,7 +126,6 @@ uniform float camera_z_far;
uniform float camera_z_near;
void main() {
-
#ifdef GLOW_GAUSSIAN_HORIZONTAL
vec2 pix_size = pixel_size;
pix_size *= 0.5; //reading from larger buffer, so use more samples
@@ -228,7 +226,6 @@ void main() {
float k_accum = 0.0;
for (int i = 0; i < dof_kernel_size; i++) {
-
int int_ofs = i - dof_kernel_from;
vec2 tap_uv = uv_interp + dof_dir * float(int_ofs) * amount * dof_radius;
@@ -265,7 +262,6 @@ void main() {
float max_accum = 0.0;
for (int i = 0; i < dof_kernel_size; i++) {
-
int int_ofs = i - dof_kernel_from;
vec2 tap_uv = uv_interp + dof_dir * float(int_ofs) * dof_radius;
float ofs_influence = max(0.0, 1.0 - abs(float(int_ofs)) / float(dof_kernel_from));