28 lines
910 B
GLSL
28 lines
910 B
GLSL
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#ifdef DEFINE_GL_FRAGCOLOR
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out vec4 frag_color;
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#else
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#define frag_color gl_FragColor
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#endif
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uniform sampler2D tex0;
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uniform int horizontalPass;
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VARYING vec2 vary_texcoord0;
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uniform vec4 kern[2];
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vec3 weight = vec3( 0.2270270270, 0.3162162162, 0.0702702703 );
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void main(void)
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{
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vec3 color = vec3(texture2D(tex0, vary_texcoord0))*weight.x;
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color += weight.y * vec3(texture2D(tex0, vec2(vary_texcoord0.s+kern[horizontalPass].s,vary_texcoord0.t+kern[horizontalPass].s)));
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color += weight.y * vec3(texture2D(tex0, vec2(vary_texcoord0.s-kern[horizontalPass].s,vary_texcoord0.t-kern[horizontalPass].s)));
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color += weight.z * vec3(texture2D(tex0, vec2(vary_texcoord0.s+kern[horizontalPass].t,vary_texcoord0.t+kern[horizontalPass].t)));
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color += weight.z * vec3(texture2D(tex0, vec2(vary_texcoord0.s-kern[horizontalPass].t,vary_texcoord0.t-kern[horizontalPass].t)));
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frag_color = vec4(color.xyz,1.0);
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}
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