filterDown_optimized.frag 1.8 KB

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  1. #version 150
  2. out vec3 a_color;
  3. noperspective in vec2 v_texCoords;
  4. uniform sampler2D u_texture;
  5. uniform int u_mip;
  6. void main ()
  7. {
  8. vec2 tmpvar_1;
  9. tmpvar_1 = (1.0/(vec2(textureSize (u_texture, u_mip))));
  10. vec2 tmpvar_2;
  11. tmpvar_2 = (tmpvar_1 * 2.0);
  12. float tmpvar_3;
  13. tmpvar_3 = float(u_mip);
  14. vec4 tmpvar_4;
  15. tmpvar_4 = textureLod (u_texture, (v_texCoords + (tmpvar_2 * vec2(0.0, 1.0))), tmpvar_3);
  16. vec4 tmpvar_5;
  17. tmpvar_5 = textureLod (u_texture, (v_texCoords + (tmpvar_2 * vec2(-1.0, 0.0))), tmpvar_3);
  18. vec4 tmpvar_6;
  19. tmpvar_6 = textureLod (u_texture, v_texCoords, tmpvar_3);
  20. vec4 tmpvar_7;
  21. tmpvar_7 = textureLod (u_texture, (v_texCoords + (tmpvar_2 * vec2(1.0, 0.0))), tmpvar_3);
  22. vec4 tmpvar_8;
  23. tmpvar_8 = textureLod (u_texture, (v_texCoords + (tmpvar_2 * vec2(0.0, -1.0))), tmpvar_3);
  24. a_color = (((
  25. ((0.125 * ((textureLod (u_texture,
  26. (v_texCoords + (tmpvar_1 * vec2(-1.0, 1.0)))
  27. , tmpvar_3).xyz + textureLod (u_texture,
  28. (v_texCoords + tmpvar_1)
  29. , tmpvar_3).xyz) + (textureLod (u_texture,
  30. (v_texCoords + (tmpvar_1 * vec2(1.0, -1.0)))
  31. , tmpvar_3).xyz + textureLod (u_texture,
  32. (v_texCoords - tmpvar_1)
  33. , tmpvar_3).xyz))) + (0.03125 * ((textureLod (u_texture,
  34. (v_texCoords + (tmpvar_2 * vec2(-1.0, 1.0)))
  35. , tmpvar_3).xyz + tmpvar_4.xyz) + (tmpvar_5.xyz + tmpvar_6.xyz))))
  36. +
  37. (0.03125 * ((textureLod (u_texture, (v_texCoords + tmpvar_2), tmpvar_3).xyz + tmpvar_4.xyz) + (tmpvar_7.xyz + tmpvar_6.xyz)))
  38. ) + (0.03125 *
  39. ((textureLod (u_texture, (v_texCoords - tmpvar_2), tmpvar_3).xyz + tmpvar_8.xyz) + (tmpvar_5.xyz + tmpvar_6.xyz))
  40. )) + (0.03125 * (
  41. (textureLod (u_texture, (v_texCoords + (tmpvar_2 * vec2(1.0, -1.0))), tmpvar_3).xyz + tmpvar_8.xyz)
  42. +
  43. (tmpvar_7.xyz + tmpvar_6.xyz)
  44. )));
  45. }