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30 lines
583 B
30 lines
583 B
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varying vec2 V_Texcoord;
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uniform sampler2D U_MainTexture;
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void main()
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{
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//1 2 1
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//2 4 2
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//1 2 1
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vec4 color = vec4(0.0);
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int coreSize = 3;
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float texelOffset = 1/150.0;
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float kernel[9];
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kernel[6]=1;kernel[7]=2;kernel[8]=1;
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kernel[3]=2;kernel[4]=4;kernel[5]=2;
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kernel[0]=1;kernel[1]=2;kernel[2]=1;
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int index = 0;
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for(int y=0; y<coreSize; y++){
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for(int x=0; x<coreSize; x++){
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vec4 currentColor = texture2D(U_MainTexture, V_Texcoord+vec2((-1+x)*texelOffset, (-1+y)*texelOffset));
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color += currentColor*kernel[index++];
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}
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}
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color/=16;
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gl_FragColor = color;
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}
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