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@ -11,21 +11,21 @@ uniform vec4 fragTintColor; |
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void main() |
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{ |
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vec4 color = texture2D(texture0, fragTexCoord); |
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color += texture2D(texture0, fragTexCoord + 0.001); |
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color += texture2D(texture0, fragTexCoord + 0.003); |
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color += texture2D(texture0, fragTexCoord + 0.005); |
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color += texture2D(texture0, fragTexCoord + 0.007); |
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color += texture2D(texture0, fragTexCoord + 0.009); |
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color += texture2D(texture0, fragTexCoord + 0.011); |
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color += texture2D(texture0, fragTexCoord - 0.001); |
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color += texture2D(texture0, fragTexCoord - 0.003); |
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color += texture2D(texture0, fragTexCoord - 0.005); |
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color += texture2D(texture0, fragTexCoord - 0.007); |
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color += texture2D(texture0, fragTexCoord - 0.009); |
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color += texture2D(texture0, fragTexCoord - 0.011); |
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vec4 color = texture(texture0, fragTexCoord); |
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color += texture(texture0, fragTexCoord + 0.001); |
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color += texture(texture0, fragTexCoord + 0.003); |
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color += texture(texture0, fragTexCoord + 0.005); |
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color += texture(texture0, fragTexCoord + 0.007); |
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color += texture(texture0, fragTexCoord + 0.009); |
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color += texture(texture0, fragTexCoord + 0.011); |
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color += texture(texture0, fragTexCoord - 0.001); |
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color += texture(texture0, fragTexCoord - 0.003); |
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color += texture(texture0, fragTexCoord - 0.005); |
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color += texture(texture0, fragTexCoord - 0.007); |
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color += texture(texture0, fragTexCoord - 0.009); |
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color += texture(texture0, fragTexCoord - 0.011); |
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color.rgb = vec3((color.r + color.g + color.b)/3.0); |
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color = color/9.5; |
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