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- #version 330
-
- // Input vertex attributes (from vertex shader)
- in vec2 fragTexCoord;
- in vec4 fragColor;
-
- // Input uniform values
- uniform sampler2D texture0;
- uniform vec4 fragTintColor;
-
- // Output fragment color
- out vec4 finalColor;
-
- // NOTE: Add here your custom variables
-
- void main()
- {
- vec4 sum = vec4(0);
- vec4 tc = vec4(0);
-
- for (int i = -4; i < 4; i++)
- {
- for (int j = -3; j < 3; j++)
- {
- sum += texture(texture0, fragTexCoord + vec2(j, i)*0.004)*0.25;
- }
- }
-
- // Texel color fetching from texture sampler
- vec4 texelColor = texture(texture0, fragTexCoord);
-
- // Calculate final fragment color
- if (texelColor.r < 0.3) tc = sum*sum*0.012 + texelColor;
- else if (texelColor.r < 0.5) tc = sum*sum*0.009 + texelColor;
- else tc = sum*sum*0.0075 + texelColor;
-
- finalColor = tc;
- }
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