18 lines
342 B
GLSL
18 lines
342 B
GLSL
|
precision mediump float;
|
||
|
|
||
|
uniform sampler2D Texture;
|
||
|
uniform vec2 samplesOffset[4];
|
||
|
|
||
|
varying vec2 texCoord;
|
||
|
|
||
|
void main()
|
||
|
{
|
||
|
vec3 color = vec3(0, 0, 0);
|
||
|
for (int i = 0; i < 4; ++i)
|
||
|
{
|
||
|
color += texture2D(Texture, texCoord + samplesOffset[i]).rgb;
|
||
|
}
|
||
|
color /= 4;
|
||
|
|
||
|
gl_FragColor = vec4(texture2D(Texture, texCoord ), 1.0);
|
||
|
}
|