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- #version 150
- uniform sampler2D source[];
- uniform vec4 sourceSize[];
- uniform vec4 outputSize;
- in Vertex {
- vec2 texCoord;
- };
- out vec4 fragColor;
- #define width 0.3
- #define display_gamma 2.2
- #define TEX2D(c) (texture(source[0],(c)))
- void main()
- {
- vec2 xy = texCoord.st;
- float oney = 1.0/sourceSize[0].y;
- // float wid = width*outputSize.y/sourceSize[0].y;
- float wid = width*4.0;
- float c1 = exp(-1.0/wid/wid);
- float c2 = exp(-4.0/wid/wid);
- float c3 = exp(-9.0/wid/wid);
- float c4 = exp(-16.0/wid/wid);
- //float norm = 1.0 / (1.0 + 2.0*(c1+c2+c3+c4));
- float norm = 0.9;
- vec4 sum = vec4(0.0);
- sum += TEX2D(xy + vec2(0.0, -4.0 * oney)) * vec4(c4);
- sum += TEX2D(xy + vec2(0.0, -3.0 * oney)) * vec4(c3);
- sum += TEX2D(xy + vec2(0.0, -2.0 * oney)) * vec4(c2);
- sum += TEX2D(xy + vec2(0.0, -1.0 * oney)) * vec4(c1);
- sum += TEX2D(xy);
- sum += TEX2D(xy + vec2(0.0, +1.0 * oney)) * vec4(c1);
- sum += TEX2D(xy + vec2(0.0, +2.0 * oney)) * vec4(c2);
- sum += TEX2D(xy + vec2(0.0, +3.0 * oney)) * vec4(c3);
- sum += TEX2D(xy + vec2(0.0, +4.0 * oney)) * vec4(c4);
- fragColor = sum*vec4(norm);
- }
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