$input v_texcoord0 /* * Copyright 2018 Eric Arnebäck. All rights reserved. * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause */ #include "../common/common.sh" SAMPLER2D(s_tex, 0); // pixel size of the target texture. uniform vec4 u_pixelSize; void main() { vec2 halfpixel = 0.5 * vec2(u_pixelSize.x, u_pixelSize.y); vec2 oneepixel = 1.0 * vec2(u_pixelSize.x, u_pixelSize.y); vec2 uv = v_texcoord0.xy; vec4 sum = vec4(0.0, 0.0, 0.0, 0.0); sum += (4.0/32.0) * texture2D(s_tex, uv).rgba; sum += (4.0/32.0) * texture2D(s_tex, uv + vec2(-halfpixel.x, -halfpixel.y)); sum += (4.0/32.0) * texture2D(s_tex, uv + vec2(+halfpixel.x, +halfpixel.y)); sum += (4.0/32.0) * texture2D(s_tex, uv + vec2(+halfpixel.x, -halfpixel.y)); sum += (4.0/32.0) * texture2D(s_tex, uv + vec2(-halfpixel.x, +halfpixel.y) ); sum += (2.0/32.0) * texture2D(s_tex, uv + vec2(+oneepixel.x, 0.0)); sum += (2.0/32.0) * texture2D(s_tex, uv + vec2(-oneepixel.x, 0.0)); sum += (2.0/32.0) * texture2D(s_tex, uv + vec2(0.0, +oneepixel.y)); sum += (2.0/32.0) * texture2D(s_tex, uv + vec2(0.0, -oneepixel.y)); sum += (1.0/32.0) * texture2D(s_tex, uv + vec2(+oneepixel.x, +oneepixel.y)); sum += (1.0/32.0) * texture2D(s_tex, uv + vec2(-oneepixel.x, +oneepixel.y)); sum += (1.0/32.0) * texture2D(s_tex, uv + vec2(+oneepixel.x, -oneepixel.y)); sum += (1.0/32.0) * texture2D(s_tex, uv + vec2(-oneepixel.x, -oneepixel.y)); gl_FragColor.xyzw = sum; }