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- <!--
- Copyright (C) 2009-2018, Panagiotis Christopoulos Charitos and contributors.
- All rights reserved.
- Code licensed under the BSD License.
- http://www.anki3d.org/LICENSE
- -->
- <shaderProgram>
- <shaders>
- <shader type="vert">
- <source><![CDATA[
- #include "shaders/QuadVert.glsl"
- ]]></source>
- </shader>
- <shader type="frag">
- <inputs>
- <input name="TEX_SIZE" type="vec2" const="1"/>
- </inputs>
- <source><![CDATA[
- #include "shaders/Common.glsl"
- layout(ANKI_TEX_BINDING(0, 0)) uniform mediump sampler2D u_tex;
- layout(location = 0) in vec2 in_texCoord;
- layout(location = 0) out vec3 out_color;
- void main()
- {
- const vec2 TEXEL_SIZE = 1.0 / TEX_SIZE;
- const float MIPMAP = 0.0;
- out_color = textureLod(u_tex, in_texCoord, MIPMAP).rgb;
- out_color += textureLod(u_tex, in_texCoord + TEXEL_SIZE, MIPMAP).rgb;
- out_color += textureLod(u_tex, in_texCoord - TEXEL_SIZE, MIPMAP).rgb;
- out_color += textureLod(u_tex, in_texCoord + vec2(TEXEL_SIZE.x, -TEXEL_SIZE.y), MIPMAP).rgb;
- out_color += textureLod(u_tex, in_texCoord + vec2(-TEXEL_SIZE.x, TEXEL_SIZE.y), MIPMAP).rgb;
- out_color /= 5.0;
- }
- ]]></source>
- </shader>
- </shaders>
- </shaderProgram>
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