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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
-
- const float renderWidth = 1280.0;
- const float renderHeight = 720.0;
-
- float offset[3] = float[](0.0, 1.3846153846, 3.2307692308);
- float weight[3] = float[](0.2270270270, 0.3162162162, 0.0702702703);
-
- void main()
- {
- // Texel color fetching from texture sampler
- vec3 texelColor = texture(texture0, fragTexCoord).rgb*weight[0];
-
- for (int i = 1; i < 3; i++)
- {
- texelColor += texture(texture0, fragTexCoord + vec2(offset[i])/renderWidth, 0.0).rgb*weight[i];
- texelColor += texture(texture0, fragTexCoord - vec2(offset[i])/renderWidth, 0.0).rgb*weight[i];
- }
-
- finalColor = vec4(texelColor, 1.0);
- }
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