H
Humphrey M
Guest
Hey!
I keep getting an error when I compile my game to HTML5. It says:
The purpose of the shader is so when the game is paused, it draws a blurred screenshot of the game behind the pause screen.
This is my code (this actually isn't my code I found it on the forums, I've got no idea how to code for shaders lol)
(fragment code part) shader name: shade_blur
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform float sigma;
uniform float blurSize;
float pii = 3.14159265;
float numBlurPixelsPerSide = 8.0;
vec2 blurMultiplyVec = vec2(1.0, 0.0);
void main()
{
vec3 incrementalGaussian;
incrementalGaussian.x = 1.0 / (sqrt(2.0 * pii) * sigma);
incrementalGaussian.y = exp(-0.5 / (sigma * sigma));
incrementalGaussian.z = incrementalGaussian.y * incrementalGaussian.y;
vec4 avgValue = vec4(0.0, 0.0, 0.0, 0.0);
float coefficientSum = 0.0;
avgValue += texture2D(gm_BaseTexture, v_vTexcoord.xy) * incrementalGaussian.x;
coefficientSum += incrementalGaussian.x;
incrementalGaussian.xy *= incrementalGaussian.yz;
for (float i = 1.0; i <= numBlurPixelsPerSide; i++)
{
avgValue += texture2D(gm_BaseTexture, v_vTexcoord.xy - i * blurSize * blurMultiplyVec) * incrementalGaussian.x;
avgValue += texture2D(gm_BaseTexture, v_vTexcoord.xy + i * blurSize * blurMultiplyVec) * incrementalGaussian.x;
coefficientSum += 2.0 * incrementalGaussian.x;
incrementalGaussian.xy *= incrementalGaussian.yz;
}
gl_FragColor = avgValue / coefficientSum;
}
Any help would be really appreciated, I've published my game but there's that annoying pop-up whenever you enter the game and the shader doesn't work properly (it works [shows background behind pause menu] but the blur does not work). I have made sure Web Gl is activated. Thanks!!
I keep getting an error when I compile my game to HTML5. It says:
The purpose of the shader is so when the game is paused, it draws a blurred screenshot of the game behind the pause screen.
This is my code (this actually isn't my code I found it on the forums, I've got no idea how to code for shaders lol)
(fragment code part) shader name: shade_blur
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform float sigma;
uniform float blurSize;
float pii = 3.14159265;
float numBlurPixelsPerSide = 8.0;
vec2 blurMultiplyVec = vec2(1.0, 0.0);
void main()
{
vec3 incrementalGaussian;
incrementalGaussian.x = 1.0 / (sqrt(2.0 * pii) * sigma);
incrementalGaussian.y = exp(-0.5 / (sigma * sigma));
incrementalGaussian.z = incrementalGaussian.y * incrementalGaussian.y;
vec4 avgValue = vec4(0.0, 0.0, 0.0, 0.0);
float coefficientSum = 0.0;
avgValue += texture2D(gm_BaseTexture, v_vTexcoord.xy) * incrementalGaussian.x;
coefficientSum += incrementalGaussian.x;
incrementalGaussian.xy *= incrementalGaussian.yz;
for (float i = 1.0; i <= numBlurPixelsPerSide; i++)
{
avgValue += texture2D(gm_BaseTexture, v_vTexcoord.xy - i * blurSize * blurMultiplyVec) * incrementalGaussian.x;
avgValue += texture2D(gm_BaseTexture, v_vTexcoord.xy + i * blurSize * blurMultiplyVec) * incrementalGaussian.x;
coefficientSum += 2.0 * incrementalGaussian.x;
incrementalGaussian.xy *= incrementalGaussian.yz;
}
gl_FragColor = avgValue / coefficientSum;
}
Any help would be really appreciated, I've published my game but there's that annoying pop-up whenever you enter the game and the shader doesn't work properly (it works [shows background behind pause menu] but the blur does not work). I have made sure Web Gl is activated. Thanks!!