mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-03-07 20:31:51 +09:00
33 lines
1.0 KiB
GLSL
33 lines
1.0 KiB
GLSL
#ifdef GL_ES
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precision mediump float;
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#endif
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in vec4 v_color;
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in vec2 v_texCoords;
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uniform sampler2D u_texture;
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// recommended value: n / vec2(fbo_width, fbo_height) where n is something like {0.5, 1, 2, 4, ... }
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// that, or simply 0.5, depending on how your uv coord works
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uniform vec2 halfpixel = vec2(0.0, 0.0);
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const vec2 doublex = vec2(2.0, 0.0);
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const vec2 doubley = vec2(0.0, 2.0);
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const vec2 twister = vec2(1.0, -1.0);
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const vec2 boolean = vec2(1.0, 0.0);
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out vec4 fragColor;
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void main() {
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vec4 sum = texture(u_texture, v_texCoords) +
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texture(u_texture, v_texCoords + halfpixel) +
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texture(u_texture, v_texCoords - halfpixel) +
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texture(u_texture, v_texCoords + halfpixel * twister) +
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texture(u_texture, v_texCoords - halfpixel * twister) +
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texture(u_texture, v_texCoords + halfpixel * boolean.xy) +
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texture(u_texture, v_texCoords - halfpixel * boolean.xy) +
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texture(u_texture, v_texCoords + halfpixel * boolean.yx) +
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texture(u_texture, v_texCoords - halfpixel * boolean.yx) ;
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fragColor = sum / 9.0;
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} |