2015-09-02 03:44:16 +03:00
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#version 330
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2016-05-18 13:04:27 +03:00
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// Input vertex attributes (from vertex shader)
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2015-09-02 03:44:16 +03:00
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in vec2 fragTexCoord;
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2016-05-18 13:04:27 +03:00
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in vec4 fragColor;
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2015-09-02 03:44:16 +03:00
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2016-05-18 13:04:27 +03:00
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// Input uniform values
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2015-09-02 03:44:16 +03:00
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uniform sampler2D texture0;
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2016-01-13 19:13:28 +03:00
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uniform vec4 fragTintColor;
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2015-09-02 03:44:16 +03:00
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2016-05-18 13:04:27 +03:00
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// Output fragment color
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out vec4 finalColor;
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2015-09-02 03:44:16 +03:00
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// NOTE: Add here your custom variables
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2016-01-16 14:53:48 +03:00
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const float renderWidth = 1280.0;
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const float renderHeight = 720.0;
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2015-09-02 03:44:16 +03:00
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float offset[3] = float[](0.0, 1.3846153846, 3.2307692308);
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float weight[3] = float[](0.2270270270, 0.3162162162, 0.0702702703);
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void main()
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{
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2016-05-18 13:04:27 +03:00
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// Texel color fetching from texture sampler
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vec3 texelColor = texture(texture0, fragTexCoord).rgb*weight[0];
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2015-09-02 03:44:16 +03:00
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for (int i = 1; i < 3; i++)
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{
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2016-05-18 13:04:27 +03:00
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texelColor += texture(texture0, fragTexCoord + vec2(offset[i])/renderWidth, 0.0).rgb*weight[i];
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texelColor += texture(texture0, fragTexCoord - vec2(offset[i])/renderWidth, 0.0).rgb*weight[i];
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2015-09-02 03:44:16 +03:00
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}
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2016-05-18 13:04:27 +03:00
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finalColor = vec4(texelColor, 1.0);
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2015-09-02 03:44:16 +03:00
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}
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