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- #version 100
- precision mediump float;
- // Input vertex attributes (from vertex shader)
- varying vec2 fragTexCoord;
- varying vec4 fragColor;
- // Input uniform values
- uniform sampler2D texture0;
- uniform vec4 fragTintColor;
- // NOTE: Add here your custom variables
- void main()
- {
- vec4 sum = vec4(0);
- vec4 tc = vec4(0);
- for (int i = -4; i < 4; i++)
- {
- for (int j = -3; j < 3; j++)
- {
- sum += texture2D(texture0, fragTexCoord + vec2(j, i)*0.004) * 0.25;
- }
- }
-
- // Texel color fetching from texture sampler
- vec4 texelColor = texture2D(texture0, fragTexCoord);
-
- // Calculate final fragment color
- if (texelColor.r < 0.3) tc = sum*sum*0.012 + texelColor;
- else if (texelColor.r < 0.5) tc = sum*sum*0.009 + texelColor;
- else tc = sum*sum*0.0075 + texelColor;
-
- gl_FragColor = tc;
- }
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