2024-12-26 17:18:09 +04:00
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#version 330
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// Input vertex attributes (from vertex shader)
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in vec2 fragTexCoord;
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in vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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// Output fragment color
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out vec4 finalColor;
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// NOTE: Add here your custom variables
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// NOTE: values must be passed from code
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uniform float renderWidth;
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uniform float renderHeight;
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uniform float seconds;
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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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// Texel color fetching from texture sampler
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vec4 texelColor = texture(texture0, fragTexCoord).rgba*weight[0];
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for (int i = 1; i < 3; i++)
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{
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texelColor += texture(texture0, fragTexCoord + vec2(offset[i], offset[i]) / renderWidth).rgba * weight[i] / 2;
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texelColor += texture(texture0, fragTexCoord - vec2(offset[i], offset[i]) / renderWidth).rgba * weight[i] / 2;
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texelColor += texture(texture0, fragTexCoord + vec2(-offset[i], offset[i]) / renderWidth).rgba * weight[i] / 2;
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texelColor += texture(texture0, fragTexCoord - vec2(-offset[i], offset[i]) / renderWidth).rgba * weight[i] / 2;
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}
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vec4 red = vec4(1.0, 0.5, 0.5, 1.0);
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vec4 blue = vec4(0.0, 0.5, 0.5, 1.0);
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2024-12-26 17:25:19 +04:00
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//finalColor = mix(red, blue, (sin(fragTexCoord.x * 24 + seconds * 4.0) + 1.0) / 2.0);
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2024-12-26 17:18:09 +04:00
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2024-12-26 17:25:19 +04:00
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finalColor = texelColor;
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2024-12-26 17:18:09 +04:00
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//finalColor = vec4((sin(fragTexCoord.x * 24 + seconds * 4.0) + 1.0) / 2.0, 0.5, 0.5, 1.0);
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}
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