$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); uniform vec4 u_pixelSize; uniform vec4 u_intensity; void main() { vec2 halfpixel = u_pixelSize.xy; vec2 uv = v_texcoord0.xy; vec4 sum = vec4_splat(0.0); sum += (2.0 / 16.0) * texture2D(s_tex, uv + vec2(-halfpixel.x, 0.0) ); sum += (2.0 / 16.0) * texture2D(s_tex, uv + vec2( 0.0, halfpixel.y) ); sum += (2.0 / 16.0) * texture2D(s_tex, uv + vec2( halfpixel.x, 0.0) ); sum += (2.0 / 16.0) * texture2D(s_tex, uv + vec2( 0.0, -halfpixel.y) ); sum += (1.0 / 16.0) * texture2D(s_tex, uv + vec2(-halfpixel.x, -halfpixel.y) ); sum += (1.0 / 16.0) * texture2D(s_tex, uv + vec2(-halfpixel.x, halfpixel.y) ); sum += (1.0 / 16.0) * texture2D(s_tex, uv + vec2( halfpixel.x, -halfpixel.y) ); sum += (1.0 / 16.0) * texture2D(s_tex, uv + vec2( halfpixel.x, halfpixel.y) ); sum += (4.0 / 16.0) * texture2D(s_tex, uv); gl_FragColor = u_intensity.x * sum; }