#version 330 // Input vertex attributes (from vertex shader) in vec2 fragTexCoord; in vec4 fragColor; // Input uniform values uniform sampler2D texture0; uniform vec4 colDiffuse; // Output fragment color out vec4 finalColor; // NOTE: Add here your custom variables // NOTE: Render size values must be passed from code const float renderWidth = 800; const float renderHeight = 450; float offset[3] = float[](0.0, 1.3846153846, 3.2307692308); float weight[3] = float[](0.2270270270, 0.3162162162, 0.0702702703); void main() { // Texel color fetching from texture sampler vec3 texelColor = texture(texture0, fragTexCoord).rgb*weight[0]; for (int i = 1; i < 3; i++) { texelColor += texture(texture0, fragTexCoord + vec2(offset[i])/renderWidth, 0.0).rgb*weight[i]; texelColor += texture(texture0, fragTexCoord - vec2(offset[i])/renderWidth, 0.0).rgb*weight[i]; } finalColor = vec4(texelColor, 1.0); }