2015-09-02 03:44:16 +03:00
|
|
|
#version 330
|
|
|
|
|
|
|
|
in vec2 fragTexCoord;
|
|
|
|
|
|
|
|
out vec4 fragColor;
|
|
|
|
|
|
|
|
uniform sampler2D texture0;
|
2016-01-13 19:13:28 +03:00
|
|
|
uniform vec4 fragTintColor;
|
2015-09-02 03:44:16 +03:00
|
|
|
|
|
|
|
// NOTE: Add here your custom variables
|
|
|
|
|
|
|
|
const float renderWidth = 1280;
|
|
|
|
const float renderHeight = 720;
|
|
|
|
|
|
|
|
float offset[3] = float[](0.0, 1.3846153846, 3.2307692308);
|
|
|
|
float weight[3] = float[](0.2270270270, 0.3162162162, 0.0702702703);
|
|
|
|
|
|
|
|
void main()
|
|
|
|
{
|
|
|
|
vec3 tc = texture2D(texture0, fragTexCoord).rgb*weight[0];
|
|
|
|
|
|
|
|
for (int i = 1; i < 3; i++)
|
|
|
|
{
|
|
|
|
tc += texture2D(texture0, fragTexCoord + vec2(offset[i])/renderWidth, 0.0).rgb*weight[i];
|
|
|
|
tc += texture2D(texture0, fragTexCoord - vec2(offset[i])/renderWidth, 0.0).rgb*weight[i];
|
|
|
|
}
|
|
|
|
|
|
|
|
fragColor = vec4(tc, 1.0);
|
|
|
|
}
|