// Copyright (C) 2009-2017, Panagiotis Christopoulos Charitos and contributors. // All rights reserved. // Code licensed under the BSD License. // http://www.anki3d.org/LICENSE #include "shaders/Common.glsl" layout(ANKI_TEX_BINDING(0, 0)) uniform sampler2D u_tex; layout(location = 0) in vec2 in_uv; layout(location = 0) out vec3 out_color; void main() { const vec2 TEXEL_SIZE = 1.0 / TEXTURE_SIZE; out_color = textureLod(u_tex, in_uv, 0.0).rgb; out_color += textureLod(u_tex, in_uv + TEXEL_SIZE, 0.0).rgb; out_color += textureLod(u_tex, in_uv - TEXEL_SIZE, 0.0).rgb; out_color += textureLod(u_tex, in_uv + vec2(TEXEL_SIZE.x, -TEXEL_SIZE.y), 0.0).rgb; out_color += textureLod(u_tex, in_uv + vec2(-TEXEL_SIZE.x, TEXEL_SIZE.y), 0.0).rgb; out_color /= 5.0; }