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20 lines
440 B
20 lines
440 B
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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vec4 maxValue = vec4(0.0);
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int coreSize = 2;
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int halfCoreSize = coreSize / 2;
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float texelOffset = 1/100.0;
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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 color = texture2D(U_MainTexture, V_Texcoord+vec2((-halfCoreSize+x)*texelOffset, (-halfCoreSize+y)*texelOffset));
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maxValue = max(maxValue,color);
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}
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}
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gl_FragColor=maxValue;
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}
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