pp_rast_fs2.glsl 2.0 KB

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  1. /* BlurFragmentShader.glsl */
  2. //precision mediump float;
  3. uniform lowp sampler2D s_texture;
  4. varying mediump vec4 v_color;
  5. varying mediump vec2 v_texCoord;
  6. varying mediump vec2 v_blurTexCoords0;
  7. varying mediump vec2 v_blurTexCoords1;
  8. varying mediump vec2 v_blurTexCoords2;
  9. varying mediump vec2 v_blurTexCoords3;
  10. varying mediump vec2 v_blurTexCoords4;
  11. varying mediump vec2 v_blurTexCoords5;
  12. varying mediump vec2 v_blurTexCoords6;
  13. varying mediump vec2 v_blurTexCoords7;
  14. varying mediump vec2 v_blurTexCoords8;
  15. varying mediump vec2 v_blurTexCoords9;
  16. varying mediump vec2 v_blurTexCoords10;
  17. varying mediump vec2 v_blurTexCoords11;
  18. varying mediump vec2 v_blurTexCoords12;
  19. varying mediump vec2 v_blurTexCoords13;
  20. void main()
  21. {
  22. const mediump float M = 1.0;
  23. gl_FragColor = vec4(0.0);
  24. gl_FragColor += texture2D(s_texture, v_blurTexCoords0)*0.0044299121055113265 * M;
  25. gl_FragColor += texture2D(s_texture, v_blurTexCoords1)*0.00895781211794 * M;
  26. gl_FragColor += texture2D(s_texture, v_blurTexCoords2)*0.0215963866053 * M;
  27. gl_FragColor += texture2D(s_texture, v_blurTexCoords3)*0.0443683338718 * M;
  28. gl_FragColor += texture2D(s_texture, v_blurTexCoords4)*0.0776744219933 * M;
  29. gl_FragColor += texture2D(s_texture, v_blurTexCoords5)*0.115876621105 * M;
  30. gl_FragColor += texture2D(s_texture, v_blurTexCoords6)*0.147308056121 * M;
  31. gl_FragColor += texture2D(s_texture, v_texCoord )*0.159576912161 * M;
  32. gl_FragColor += texture2D(s_texture, v_blurTexCoords7)*0.147308056121 * M;
  33. gl_FragColor += texture2D(s_texture, v_blurTexCoords8)*0.115876621105 * M;
  34. gl_FragColor += texture2D(s_texture, v_blurTexCoords9)*0.0776744219933 * M;
  35. gl_FragColor += texture2D(s_texture, v_blurTexCoords10)*0.0443683338718 * M;
  36. gl_FragColor += texture2D(s_texture, v_blurTexCoords11)*0.0215963866053 * M;
  37. gl_FragColor += texture2D(s_texture, v_blurTexCoords12)*0.00895781211794 * M;
  38. gl_FragColor += texture2D(s_texture, v_blurTexCoords13)*0.0044299121055113265 * M;
  39. }