#version 430 #extension GL_EXT_gpu_shader4 : enable layout (binding = 0) uniform sampler2D Texture; in VertexData{ vec2 TextureCoordinate; }Input; out vec4 fragmentColor; uniform float weight[5] = float[](0.227027, 0.1945946, 0.1216216, 0.054054, 0.016216); void main() { vec2 tex_offset = 1.0 / textureSize2D(Texture, 0); vec3 center = texture(Texture, Input.TextureCoordinate).rgb; vec3 result = center * weight[0]; for(int i = 1; i < 5; ++i) { vec4 northFragments = texture(Texture, Input.TextureCoordinate + vec2(0.0, tex_offset.y * i)); vec4 southFragments = texture(Texture, Input.TextureCoordinate - vec2(0.0, tex_offset.y * i)); result += northFragments.rgb * weight[i] * northFragments.a; result += southFragments.rgb * weight[i] * southFragments.a; result += center * weight[i] * (1.0 - northFragments.a); result += center * weight[i] * (1.0 - southFragments.a); } fragmentColor = vec4(result, 1.0); }