mirror of
https://github.com/Kaehvaman/OAIP.git
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54 lines
1.4 KiB
GLSL
54 lines
1.4 KiB
GLSL
#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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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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vec4 getAverageColor(sampler2D iTexture, vec2 resolution, vec2 uv, float power)
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{
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vec4 color = vec4(0);
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for (int x = -1; x < 2; x++)
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{
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for (int y = -1; y < 2; y++)
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{
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vec2 offset = vec2(x,y) / resolution.xy * power;
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color += texture(iTexture, uv + offset);
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}
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}
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color /= 9.0;
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return color;
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}
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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], 0.0) / renderWidth).rgba * weight[i] / 2;
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texelColor += texture(texture0, fragTexCoord + vec2(-offset[i], 0.0) / renderWidth).rgba * weight[i] / 2;
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texelColor += texture(texture0, fragTexCoord + vec2(0.0, offset[i]) / renderWidth).rgba * weight[i] / 2;
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texelColor += texture(texture0, fragTexCoord + vec2(0.0, -offset[i]) / renderWidth).rgba * weight[i] / 2;
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}
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finalColor = texelColor;
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} |