我可以模糊纹理而不是帧缓冲区吗?以下着色器模糊纹理:
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 v_fragmentColor;
varying vec2 v_texCoord;
uniform vec2 resolution;
uniform float blurRadius;
uniform float sampleNum;
vec3 blur(vec2);
void main(void)
{
vec3 col = blur(v_texCoord);
gl_FragColor = vec4(col, 1.0) * v_fragmentColor;
}
vec3 blur(vec2 p)
{
if (blurRadius > 0.0 && sampleNum > 1.0)
{
vec3 col = vec3(0);
vec2 unit = 1.0 / resolution.xy;
float r = blurRadius;
float sampleStep = r / sampleNum;
float count = 0.0;
for(float x = -r; x < r; x += sampleStep)
{
for(float y = -r; y < r; y += sampleStep)
{
float weight = (r - abs(x)) * (r - abs(y));
col += texture2D(CC_Texture0, p + vec2(x * unit.x, y * unit.y)).rgb * weight;
count += weight;
}
}
return col / count;
}
return texture2D(CC_Texture0, p).rgb;
}
如何模糊不是纹理像素,而是模糊已经绘制的帧缓冲区像素?