29 lines
611 B
GLSL
29 lines
611 B
GLSL
#version 120
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uniform sampler2D texture1;
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float weight[4] = float[] (0.24609375,
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0.205078125,
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0.1171875,
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0.0439453125);
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void main()
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{
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vec2 uv = gl_TexCoord[0].xy;
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vec3 col = texture2D(texture1, uv).rgb;
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float texel = 1.0 / 128;
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if (true) {
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col *= weight[0];
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for (int i = 1; i < 4; i++) {
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vec2 offset = vec2(texel * float(i), 0.0);
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col += texture2D(texture1, uv + offset).rgb * weight[i];
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col += texture2D(texture1, uv - offset).rgb * weight[i];
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}
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}
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gl_FragColor = vec4(col, 1.0);
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}
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