#version 150 uniform sampler2D t0; uniform int radius = 2; uniform vec2 dt; void main(void) { vec2 tc = qgl_FragTexture.xy; float r = float(radius); int o = radius, o2 = radius * 2; vec3 scol = (texture(t0, tc).rgb * 3. + texture(t0, tc + dt * vec2( o, 0 )).rgb * 2. + texture(t0, tc + dt * vec2( 0, o )).rgb * 2. + texture(t0, tc + dt * vec2( -o, 0 )).rgb * 2. + texture(t0, tc + dt * vec2( 0, -o)).rgb * 2. + texture(t0, tc + dt * vec2( o, o )).rgb * 1.5 + texture(t0, tc + dt * vec2( o, -o)).rgb * 1.5 + texture(t0, tc + dt * vec2( -o, -o )).rgb * 1.5 + texture(t0, tc + dt * vec2( -o, o )).rgb * 1.5 + texture(t0, tc + dt * vec2( o2, 0 )).rgb + texture(t0, tc + dt * vec2( 0, o2)).rgb + texture(t0, tc + dt * vec2(-o2, 0 )).rgb + texture(t0, tc + dt * vec2( 0, -o2)).rgb + texture(t0, tc + dt * vec2( o2, o )).rgb + texture(t0, tc + dt * vec2( o2, -o)).rgb + texture(t0, tc + dt * vec2(-o2, -o )).rgb + texture(t0, tc + dt * vec2(-o2, o )).rgb + texture(t0, tc + dt * vec2( o, o2)).rgb + texture(t0, tc + dt * vec2( o, -o2)).rgb + texture(t0, tc + dt * vec2( -o, -o2)).rgb + texture(t0, tc + dt * vec2( -o, o2)).rgb) / 29.; /*vec3 scol = (texelFetch(t0, tc, 0).rgb * 3. + texelFetch(t0, tc + ivec2( o, 0 ), 0).rgb * 2. + texelFetch(t0, tc + ivec2( 0, o ), 0).rgb * 2. + texelFetch(t0, tc + ivec2( -o, 0 ), 0).rgb * 2. + texelFetch(t0, tc + ivec2( 0, -o), 0).rgb * 2. + texelFetch(t0, tc + ivec2( o, o ), 0).rgb * 1.5 + texelFetch(t0, tc + ivec2( o, -o), 0).rgb * 1.5 + texelFetch(t0, tc + ivec2( -o, -o ), 0).rgb * 1.5 + texelFetch(t0, tc + ivec2( -o, o ), 0).rgb * 1.5 + texelFetch(t0, tc + ivec2( o2, 0 ), 0).rgb + texelFetch(t0, tc + ivec2( 0, o2), 0).rgb + texelFetch(t0, tc + ivec2(-o2, 0 ), 0).rgb + texelFetch(t0, tc + ivec2( 0, -o2), 0).rgb + texelFetch(t0, tc + ivec2( o2, o ), 0).rgb + texelFetch(t0, tc + ivec2( o2, -o), 0).rgb + texelFetch(t0, tc + ivec2(-o2, -o ), 0).rgb + texelFetch(t0, tc + ivec2(-o2, o ), 0).rgb + texelFetch(t0, tc + ivec2( o, o2), 0).rgb + texelFetch(t0, tc + ivec2( o, -o2), 0).rgb + texelFetch(t0, tc + ivec2( -o, -o2), 0).rgb + texelFetch(t0, tc + ivec2( -o, o2), 0).rgb) / 29.;*/ qgl_FragData[0].rgb = scol; //qgl_FragData[0].rgb = vec3(r/10.); }