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- $input v_texcoord0
- /*
- * Copyright 2018 Eric Arnebäck. All rights reserved.
- * License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE
- */
- #include "../common/common.sh"
- SAMPLER2D(s_tex, 0);
- uniform vec4 u_pixelSize;
- uniform vec4 u_intensity;
- void main()
- {
- vec2 halfpixel = u_pixelSize.xy;
- vec2 uv = v_texcoord0.xy;
- vec4 sum = vec4_splat(0.0);
- sum += (2.0 / 16.0) * texture2D(s_tex, uv + vec2(-halfpixel.x, 0.0) );
- sum += (2.0 / 16.0) * texture2D(s_tex, uv + vec2( 0.0, halfpixel.y) );
- sum += (2.0 / 16.0) * texture2D(s_tex, uv + vec2( halfpixel.x, 0.0) );
- sum += (2.0 / 16.0) * texture2D(s_tex, uv + vec2( 0.0, -halfpixel.y) );
- sum += (1.0 / 16.0) * texture2D(s_tex, uv + vec2(-halfpixel.x, -halfpixel.y) );
- sum += (1.0 / 16.0) * texture2D(s_tex, uv + vec2(-halfpixel.x, halfpixel.y) );
- sum += (1.0 / 16.0) * texture2D(s_tex, uv + vec2( halfpixel.x, -halfpixel.y) );
- sum += (1.0 / 16.0) * texture2D(s_tex, uv + vec2( halfpixel.x, halfpixel.y) );
- sum += (4.0 / 16.0) * texture2D(s_tex, uv);
- gl_FragColor = u_intensity.x * sum;
- }
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