2017-12-02 10:25:02 +00:00
|
|
|
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;
|
|
|
|
|
2017-12-04 11:14:14 +00:00
|
|
|
//gl_FragColor = vec4(texture2D(Texture, texCoord ), 1.0);
|
|
|
|
gl_FragColor = vec4(color, 1.0);
|
2017-12-02 10:25:02 +00:00
|
|
|
}
|