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- #version GLSL_VERSION
- #include <precision_statement.glslf>
- #include <std.glsl>
- uniform vec2 u_texel_size;
- uniform sampler2D u_color;
- /*==============================================================================
- SHADER INTERFACE
- ==============================================================================*/
- GLSL_IN vec2 v_texcoord;
- //------------------------------------------------------------------------------
- GLSL_OUT vec4 GLSL_OUT_FRAG_COLOR;
- /*==============================================================================
- MAIN
- ==============================================================================*/
- void main(void) {
- vec2 offset = vec2(0.0, 0.0);
- vec2 delta = u_texel_size;
- vec4 def_color = GLSL_TEXTURE(u_color, v_texcoord);
- GLSL_OUT_FRAG_COLOR = def_color * 0.0875447373698;
- offset += delta;
- GLSL_OUT_FRAG_COLOR += GLSL_TEXTURE(u_color, v_texcoord+offset) * 0.0858112354248;
- GLSL_OUT_FRAG_COLOR += GLSL_TEXTURE(u_color, v_texcoord-offset) * 0.0858112354248;
- offset += delta;
- GLSL_OUT_FRAG_COLOR += GLSL_TEXTURE(u_color, v_texcoord+offset) * 0.0808139781061;
- GLSL_OUT_FRAG_COLOR += GLSL_TEXTURE(u_color, v_texcoord-offset) * 0.0808139781061;
- offset += delta;
- GLSL_OUT_FRAG_COLOR += GLSL_TEXTURE(u_color, v_texcoord+offset) * 0.0731235112908;
- GLSL_OUT_FRAG_COLOR += GLSL_TEXTURE(u_color, v_texcoord-offset) * 0.0731235112908;
- offset += delta;
- GLSL_OUT_FRAG_COLOR += GLSL_TEXTURE(u_color, v_texcoord+offset) * 0.0635705267419;
- GLSL_OUT_FRAG_COLOR += GLSL_TEXTURE(u_color, v_texcoord-offset) * 0.0635705267419;
- offset += delta;
- GLSL_OUT_FRAG_COLOR += GLSL_TEXTURE(u_color, v_texcoord+offset) * 0.0530985673112;
- GLSL_OUT_FRAG_COLOR += GLSL_TEXTURE(u_color, v_texcoord-offset) * 0.0530985673112;
- offset += delta;
- GLSL_OUT_FRAG_COLOR += GLSL_TEXTURE(u_color, v_texcoord+offset) * 0.0426125984122;
- GLSL_OUT_FRAG_COLOR += GLSL_TEXTURE(u_color, v_texcoord-offset) * 0.0426125984122;
- offset += delta;
- GLSL_OUT_FRAG_COLOR += GLSL_TEXTURE(u_color, v_texcoord+offset) * 0.0328565115809;
- GLSL_OUT_FRAG_COLOR += GLSL_TEXTURE(u_color, v_texcoord-offset) * 0.0328565115809;
- offset += delta;
- GLSL_OUT_FRAG_COLOR += GLSL_TEXTURE(u_color, v_texcoord+offset) * 0.0243407024472;
- GLSL_OUT_FRAG_COLOR += GLSL_TEXTURE(u_color, v_texcoord-offset) * 0.0243407024472;
- GLSL_OUT_FRAG_COLOR = max(0.7 * def_color, GLSL_OUT_FRAG_COLOR);
- }
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