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