29 lines
701 B
GLSL
29 lines
701 B
GLSL
#version 330
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in vec2 fragTexCoord;
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out vec4 fragColor;
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uniform sampler2D texture0;
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uniform vec4 fragTintColor;
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// NOTE: Add here your custom variables
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const float renderWidth = 1280.0;
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const float renderHeight = 720.0;
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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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vec3 tc = texture(texture0, fragTexCoord).rgb*weight[0];
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for (int i = 1; i < 3; i++)
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{
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tc += texture(texture0, fragTexCoord + vec2(offset[i])/renderWidth, 0.0).rgb*weight[i];
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tc += texture(texture0, fragTexCoord - vec2(offset[i])/renderWidth, 0.0).rgb*weight[i];
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}
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fragColor = vec4(tc, 1.0);
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} |