2015-09-02 03:44:16 +03:00
|
|
|
#version 100
|
|
|
|
|
|
|
|
precision mediump float;
|
|
|
|
|
2016-05-18 13:04:27 +03:00
|
|
|
// Input vertex attributes (from vertex shader)
|
2015-09-02 03:44:16 +03:00
|
|
|
varying vec2 fragTexCoord;
|
2016-05-18 13:04:27 +03:00
|
|
|
varying vec4 fragColor;
|
|
|
|
|
|
|
|
// Input uniform values
|
2015-09-02 03:44:16 +03:00
|
|
|
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()
|
|
|
|
{
|
2016-05-18 13:04:27 +03:00
|
|
|
// Texel color fetching from texture sampler
|
2015-09-02 03:44:16 +03:00
|
|
|
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];
|
|
|
|
}
|
|
|
|
|
|
|
|
gl_FragColor = vec4(tc, 1.0);
|
|
|
|
}
|