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#version 330 core
in vert_t {
vec2 tex_coords;
} vert;
out vec4 frag_color;
uniform sampler2D colorbuffer;
uniform float weights[5] = float[](0.2270270270, 0.1945945946, 0.1216216216, 0.0540540541, 0.0162162162);
void main()
{
vec2 texture_offset = 1.0 / textureSize(colorbuffer, 0);
vec3 result = texture(colorbuffer, vert.tex_coords).rgb * weights[0];
for (int x = 1; x < weights.length(); x++) {
vec2 offset = vec2(texture_offset.x * x, 0.0f);
result += texture(colorbuffer, vert.tex_coords + offset).rgb * weights[x];
result += texture(colorbuffer, vert.tex_coords - offset).rgb * weights[x];
}
for (int y = 1; y < weights.length(); y++) {
vec2 offset = vec2(0.0f, texture_offset.y * y);
result += texture(colorbuffer, vert.tex_coords + offset).rgb * weights[y];
result += texture(colorbuffer, vert.tex_coords - offset).rgb * weights[y];
}
frag_color = vec4(result, 1.0);
}
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