| #version 330 | |
| uniform sampler2D u_tex; | |
| uniform float u_tex_w; | |
| uniform float u_tex_h; | |
| in vec2 v_tex; | |
| layout( location = 0 ) out vec4 fragcolor; | |
| void main() { | |
| float sy = (1.0 / u_tex_h); | |
| float sx = (1.0 / u_tex_w); | |
| fragcolor = texture(u_tex, v_tex) * 0.186315; | |
| fragcolor += texture(u_tex, vec2(v_tex.s + (1.42556 * sx), v_tex.t)) * 0.293476; | |
| fragcolor += texture(u_tex, vec2(v_tex.s - (1.42556 * sx), v_tex.t)) * 0.293476; | |
| fragcolor += texture(u_tex, vec2(v_tex.s + (3.33181 * sx), v_tex.t)) * 0.113367; | |
| fragcolor += texture(u_tex, vec2(v_tex.s - (3.33181 * sx), v_tex.t)) * 0.113367; | |
| } |
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