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https://github.com/Kaehvaman/OAIP.git
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28 lines
1.3 KiB
GLSL
28 lines
1.3 KiB
GLSL
#version 330
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in vec2 fragTexCoord; // Fragment input attribute: texture coordinate
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in vec4 fragColor; // Fragment input attribute: color
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out vec4 finalColor; // Fragment output: color
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uniform sampler2D texture0; // Fragment input texture (always required, could be a white pixel)
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uniform vec4 colDiffuse; // Fragment input color diffuse (multiplied by texture color)
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uniform vec2 resolution;
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uniform vec2 direction;
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void main()
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{
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vec4 color = vec4(0.0);
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vec2 off1 = vec2(1.411764705882353) * direction;
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vec2 off2 = vec2(3.2941176470588234) * direction;
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vec2 off3 = vec2(5.176470588235294) * direction;
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color += texture(texture0, fragTexCoord) * 0.1964825501511404;
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color += texture(texture0, fragTexCoord + (off1 / resolution)) * 0.2969069646728344;
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color += texture(texture0, fragTexCoord - (off1 / resolution)) * 0.2969069646728344;
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color += texture(texture0, fragTexCoord + (off2 / resolution)) * 0.09447039785044732;
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color += texture(texture0, fragTexCoord - (off2 / resolution)) * 0.09447039785044732;
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color += texture(texture0, fragTexCoord + (off3 / resolution)) * 0.010381362401148057;
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color += texture(texture0, fragTexCoord - (off3 / resolution)) * 0.010381362401148057;
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finalColor = color*colDiffuse*fragColor;
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} |