// // FinalRender.fsh // XIONControlPanel // // Created by Charles Magahern on 12/29/15. // Copyright © 2015 XION. All rights reserved. // uniform sampler2D u_colorSampler; uniform sampler2D u_blurmapSampler; varying vec2 v_uv; float saturate(float v) { return clamp(v, 0.0, 1.0); } void main() { vec4 color = texture2D(u_colorSampler, v_uv) + texture2D(u_blurmapSampler, v_uv); float dist = length(v_uv - vec2(0.5)); gl_FragColor = saturate(1.0 / (8.0 * (dist + 0.1))) * color; }