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- #version 150
- uniform sampler2D source[];
- uniform vec2 targetSize;
- uniform vec4 sourceSize[];
- in Vertex {
- vec2 texCoord;
- };
- out vec4 fragColor;
- #define SHARPNESS (8.0 / (sourceSize[0].x / 512.0))
- void main()
- {
- vec4 sum = vec4(0.0);
-
- sum += texture(source[0], vec2(texCoord.x - 4.0 / (SHARPNESS * 128.0), texCoord.y)) * 0.05;
- sum += texture(source[0], vec2(texCoord.x - 3.0 / (SHARPNESS * 128.0), texCoord.y)) * 0.09;
- sum += texture(source[0], vec2(texCoord.x - 2.0 / (SHARPNESS * 128.0), texCoord.y)) * 0.12;
- sum += texture(source[0], vec2(texCoord.x - 1.0 / (SHARPNESS * 128.0), texCoord.y)) * 0.15;
- sum += texture(source[0], vec2(texCoord.x, texCoord.y)) * 0.16;
- sum += texture(source[0], vec2(texCoord.x + 1.0 / (SHARPNESS * 128.0), texCoord.y)) * 0.15;
- sum += texture(source[0], vec2(texCoord.x + 2.0 / (SHARPNESS * 128.0), texCoord.y)) * 0.12;
- sum += texture(source[0], vec2(texCoord.x + 3.0 / (SHARPNESS * 128.0), texCoord.y)) * 0.09;
- sum += texture(source[0], vec2(texCoord.x + 4.0 / (SHARPNESS * 128.0), texCoord.y)) * 0.05;
-
- fragColor = sum;
- }
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