i dont understand why this shader result this:
with the same sketch. the shader blur is toke from this page:
https://www.airtightinteractive.com/demos/ribbons/
#define PROCESSING_TEXTURE_SHADER
uniform sampler2D texture;
uniform float glowSize = 10;
uniform float glowAmount = 2;
uniform vec2 resolution;
uniform float vigOffset = 0;
uniform float vigDarkness = 0;
uniform float brightness = 0;
uniform float contrast = 0.4;
uniform float hue = 0;
uniform float saturation = 0;
uniform float rgbShiftAmount;
varying vec4 vertTexCoord;
vec4 vUv;
varying vec4 vertColor;
const float rgbAngle = 0.1;
void main() {
vUv = vertTexCoord;
float h = glowSize / resolution.x;
float v = glowSize / resolution.y;
vec4 sum = vec4( 0.0 );
//H Blur
sum += texture2D( texture, vec2( vUv.x - 4.0 * h, vUv.y ) ) * 0.051;
sum += texture2D( texture, vec2( vUv.x - 3.0 * h, vUv.y ) ) * 0.0918;
sum += texture2D( texture, vec2( vUv.x - 2.0 * h, vUv.y ) ) * 0.12245;
sum += texture2D( texture, vec2( vUv.x - 1.0 * h, vUv.y ) ) * 0.1531;
sum += texture2D( texture, vec2( vUv.x, vUv.y ) ) * 0.1633;
sum += texture2D( texture, vec2( vUv.x + 1.0 * h, vUv.y ) ) * 0.1531;
sum += texture2D( texture, vec2( vUv.x + 2.0 * h, vUv.y ) ) * 0.12245;
sum += texture2D( texture, vec2( vUv.x + 3.0 * h, vUv.y ) ) * 0.0918;
sum += texture2D( texture, vec2( vUv.x + 4.0 * h, vUv.y ) ) * 0.051;
//V Blur
sum += texture2D( texture, vec2( vUv.x, vUv.y - 4.0 * v ) ) * 0.051;
sum += texture2D( texture, vec2( vUv.x, vUv.y - 3.0 * v ) ) * 0.0918;
sum += texture2D( texture, vec2( vUv.x, vUv.y - 2.0 * v ) ) * 0.12245;
sum += texture2D( texture, vec2( vUv.x, vUv.y - 1.0 * v ) ) * 0.1531;
sum += texture2D( texture, vec2( vUv.x, vUv.y ) ) * 0.1633;
sum += texture2D( texture, vec2( vUv.x, vUv.y + 1.0 * v ) ) * 0.1531;
sum += texture2D( texture, vec2( vUv.x, vUv.y + 2.0 * v ) ) * 0.12245;
sum += texture2D( texture, vec2( vUv.x, vUv.y + 3.0 * v ) ) * 0.0918;
sum += texture2D( texture, vec2( vUv.x, vUv.y + 4.0 * v ) ) * 0.051;
//orig color
vec4 col = texture2D( texture, vUv.xy );
//Add Glow
col = min(col + sum * glowAmount, 1.0);
gl_FragColor = col;
}
im doing something terrible wrong? i even delete the vertex shader to see if theres any problem there. but no, its seems to be very similar to the previous comment. why is that effect when camera is changin distance?

