27 lines
945 B
Plaintext
27 lines
945 B
Plaintext
uniform sampler2D Texture;
|
|
|
|
|
|
varying vec2 texCoord;
|
|
|
|
void main()
|
|
{
|
|
|
|
float xstep = 0.5f/800.0f;
|
|
float ystep = 0.5f/600.0f;
|
|
|
|
vec4 texColor =
|
|
vec4(texture2D(Texture,texCoord).rgb,1.0) * 0.2
|
|
+ vec4(texture2D(Texture, vec2(texCoord.x+xstep, texCoord.y+ystep)).rgb,1.0) * 0.1
|
|
+ vec4(texture2D(Texture, vec2(texCoord.x-xstep, texCoord.y+ystep)).rgb,1.0) * 0.1
|
|
+ vec4(texture2D(Texture, vec2(texCoord.x-xstep, texCoord.y-ystep)).rgb,1.0) * 0.1
|
|
+ vec4(texture2D(Texture, vec2(texCoord.x+xstep, texCoord.y-ystep)).rgb,1.0) * 0.1
|
|
+ vec4(texture2D(Texture, vec2(texCoord.x, texCoord.y+2.0*ystep)).rgb,1.0) * 0.1
|
|
+ vec4(texture2D(Texture, vec2(texCoord.x, texCoord.y-2.0*ystep)).rgb,1.0) * 0.1
|
|
+ vec4(texture2D(Texture, vec2(texCoord.x-2.0*xstep, texCoord.y)).rgb,1.0) * 0.1
|
|
+ vec4(texture2D(Texture, vec2(texCoord.x+2.0*xstep, texCoord.y)).rgb,1.0) * 0.1;
|
|
|
|
gl_FragColor = texColor;
|
|
|
|
//gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
|
|
}
|