Censor shader

Shader code
shader_type spatial;

render_mode unshaded;

uniform sampler2D Screen_Texture:hint_screen_texture,filter_linear;

uniform vec2 Pixel_Grid = vec2(64.0, 64.0);
vec2 pixelate(vec2 uv) {
    return floor(uv * Pixel_Grid) / Pixel_Grid;
}

vec3 Blur_3x3(sampler2D Tex, vec2 uv, float Blur_Power, vec2 Screen_Size) {
    float px = 1.0 / Screen_Size.x;
    float py = 1.0 / Screen_Size.y;
    vec3 Sum = vec3(0.0);
    int Count = 0;

    for (int x = -1; x <= 1; x++) {
        for (int y = -1; y <= 1; y++) {
            vec2 Offset = vec2(float(x) * px * Blur_Power, float(y) * py * Blur_Power);
            Sum += textureLod(Tex, uv + Offset, 0.0).rgb;
            Count++;
        }
    }

    return Sum / float(Count);
}
uniform float Blur_Amount = 2.0;

void fragment() {
	vec2 Screen_UV_Coords = SCREEN_UV;
	float Aspect_Ratio = VIEWPORT_SIZE.y / VIEWPORT_SIZE.x;

	vec2 Scaled_UV = (Screen_UV_Coords - vec2(0.5)) * vec2(1.0, Aspect_Ratio) + vec2(0.5);
	
	vec2 uv = SCREEN_UV;
	uv = pixelate(uv);
	
	vec3 Final_Color = Blur_3x3(Screen_Texture,uv,Blur_Amount,vec2(1280,720));
	
	ALBEDO = Final_Color;
}
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Tags
3d, blur, censor, hid, pixel
The shader code and all code snippets in this post are under CC0 license and can be used freely without the author's permission. Images and videos, and assets depicted in those, do not fall under this license. For more info, see our License terms.

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