#version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable layout (binding = 1) uniform sampler2D samplerColor; layout (binding = 0) uniform UBO { float radialBlurScale; float radialBlurStrength; vec2 radialOrigin; } ubo; layout (location = 0) in vec2 inUV; layout (location = 0) out vec4 outFragColor; void main() { ivec2 texDim = textureSize(samplerColor, 0); vec2 radialSize = vec2(1.0 / texDim.s, 1.0 / texDim.t); vec2 UV = inUV; vec4 color = vec4(0.0, 0.0, 0.0, 0.0); UV += radialSize * 0.5 - ubo.radialOrigin; #define samples 32 for (int i = 0; i < samples; i++) { float scale = 1.0 - ubo.radialBlurScale * (float(i) / float(samples-1)); color += texture(samplerColor, UV * scale + ubo.radialOrigin); } outFragColor = (color / samples) * ubo.radialBlurStrength; }