28 lines
717 B
Forth
28 lines
717 B
Forth
|
#version 100
|
||
|
|
||
|
precision mediump float;
|
||
|
|
||
|
varying vec2 fragTexCoord;
|
||
|
uniform sampler2D texture0;
|
||
|
uniform vec4 tintColor;
|
||
|
|
||
|
// 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];
|
||
|
}
|
||
|
|
||
|
gl_FragColor = vec4(tc, 1.0);
|
||
|
}
|