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pixi.js / src / filters / blur / blurY.vert
@Mat Groves Mat Groves on 8 Feb 2016 1 KB tidy up
attribute vec2 aVertexPosition;
attribute vec2 aTextureCoord;

uniform float strength;
uniform mat3 projectionMatrix;

varying vec2 vTextureCoord;
varying vec2 vBlurTexCoords[15];

void main(void)
{
    gl_Position = vec4((projectionMatrix * vec3((aVertexPosition), 1.0)).xy, 0.0, 1.0);
    vTextureCoord = aTextureCoord;

    vBlurTexCoords[ 0] = aTextureCoord + vec2(0.0, -7.0 * strength);
    vBlurTexCoords[ 1] = aTextureCoord + vec2(0.0, -6.0 * strength);
    vBlurTexCoords[ 2] = aTextureCoord + vec2(0.0, -5.0 * strength);
    vBlurTexCoords[ 3] = aTextureCoord + vec2(0.0, -4.0 * strength);
    vBlurTexCoords[ 4] = aTextureCoord + vec2(0.0, -3.0 * strength);
    vBlurTexCoords[ 5] = aTextureCoord + vec2(0.0, -2.0 * strength);
    vBlurTexCoords[ 6] = aTextureCoord + vec2(0.0, -1.0 * strength);
    vBlurTexCoords[ 7] = aTextureCoord;
    vBlurTexCoords[ 8] = aTextureCoord + vec2(0.0,  1.0 * strength);
    vBlurTexCoords[ 9] = aTextureCoord + vec2(0.0,  2.0 * strength);
    vBlurTexCoords[ 10] = aTextureCoord + vec2(0.0,  3.0 * strength);
    vBlurTexCoords[ 11] = aTextureCoord + vec2(0.0,  4.0 * strength);
    vBlurTexCoords[ 12] = aTextureCoord + vec2(0.0,  5.0 * strength);
    vBlurTexCoords[ 13] = aTextureCoord + vec2(0.0,  6.0 * strength);
    vBlurTexCoords[ 14] = aTextureCoord + vec2(0.0,  7.0 * strength);

 
}