mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-03-11 22:31:52 +09:00
25 lines
788 B
GLSL
25 lines
788 B
GLSL
#version 120
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#ifdef GL_ES
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precision mediump float;
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#endif
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varying vec4 v_color;
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varying 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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vec2 twister = vec2(1.0, -1.0);
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void main() {
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vec4 sum = texture2D(u_texture, v_texCoords) * 4.0;
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sum += texture2D(u_texture, v_texCoords - halfpixel);
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sum += texture2D(u_texture, v_texCoords + halfpixel);
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sum += texture2D(u_texture, v_texCoords - halfpixel * twister);
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sum += texture2D(u_texture, v_texCoords + halfpixel * twister);
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gl_FragColor = sum / 8.0;
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// gl_FragColor = texture2D(u_texture, v_texCoords);
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} |