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