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#version 330 core
out vec4 FragColor;
in vec2 TexCoords;
uniform sampler2D screenTexture;
uniform int applySSSSS;
uniform int N;
void main()
{
if (applySSSSS == 1) {
float x = 1.0/1600.0;
float y = 1.0/900.0;
float maxDist = N*N + N*N;
vec4 color = vec4(0, 0, 0, 1);
for (int i = -N; i <= N; i++) {
for (int j = -N; j <= N; j++) {
float dist = i*i + j*j;
vec4 newC = texture(screenTexture, TexCoords + vec2(i*x, j*y)) / (2*N*N);
float factor = 1 - (dist / maxDist);
factor = pow(factor, 2);
color += newC * factor;
}
}
FragColor = color;
}
else {
FragColor = texture(screenTexture, TexCoords);
}
}
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