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28 lines
609 B
28 lines
609 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]=0;kernel[7]=1;kernel[8]=0;
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kernel[3]=1;kernel[4]=-4;kernel[5]=1;
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kernel[0]=0;kernel[1]=1;kernel[2]=0;
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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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gl_FragColor=4.0*color+texture2D(U_MainTexture,V_Texcoord);
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}
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