33 lines
904 B
GLSL
33 lines
904 B
GLSL
#version 330 core
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out vec4 fragColor;
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in vec2 texCoord;
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uniform sampler2D tex;
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uniform sampler2D prev_pass_tex;
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uniform bool vertical = false;
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void main()
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{
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vec2 offset = 1.0 / textureSize(tex, 0);
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if (vertical) offset.x = 0.0;
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else offset.y = 0.0;
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vec4 sum = texture(prev_pass_tex, texCoord);
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sum += texture(tex, texCoord - 4.0 * offset) * 0.0162162162;
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sum += texture(tex, texCoord - 3.0 * offset) * 0.0540540541;
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sum += texture(tex, texCoord - 2.0 * offset) * 0.1216216216;
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sum += texture(tex, texCoord - 1.0 * offset) * 0.1945945946;
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sum += texture(tex, texCoord) * 0.2270270270;
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sum += texture(tex, texCoord + 1.0 * offset) * 0.1945945946;
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sum += texture(tex, texCoord + 2.0 * offset) * 0.1216216216;
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sum += texture(tex, texCoord + 3.0 * offset) * 0.0540540541;
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sum += texture(tex, texCoord + 4.0 * offset) * 0.0162162162;
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fragColor = sum;
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}
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