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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 colDiffuse;
- // NOTE: Add here your custom variables
- // NOTE: Render size values must be passed from code
- const float renderWidth = 800;
- const float renderHeight = 450;
- float offset[3] = float[]( 0.0, 1.3846153846, 3.2307692308 );
- float weight[3] = float[]( 0.2270270270, 0.3162162162, 0.0702702703 );
- void main()
- {
- // Texel color fetching from texture sampler
- vec3 tc = texture2D(texture0, fragTexCoord).rgb*weight[0];
- for (int i = 1; i < 3; i++)
- {
- tc += texture2D(texture0, fragTexCoord + vec2(offset[i])/renderWidth, 0.0).rgb*weight[i];
- tc += texture2D(texture0, fragTexCoord - vec2(offset[i])/renderWidth, 0.0).rgb*weight[i];
- }
- gl_FragColor = vec4(tc, 1.0);
- }
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