prosperon/source/shaders/box.glsl

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#version 330 core
in vec2 TexCoords;
out vec4 frag_color;
uniform sampler2D diffuse_texture;
float[] kernel = float[9](1.0/9.0,1.0/9.0,1.0/9.0,
1.0/9.0,1.0/9.0,1.0/9.0,
1.0/9.0,1.0/9.0,1.0/9.0);
void main()
{
frag_color = texture(diffuse_texture, TexCoords);
return;
vec2 res = vec2(640,360);
vec2 uv = gl_FragCoord.xy;
vec2 screen = textureSize(diffuse_texture,0);
vec3 acc = vec3(0);
for (int i = 0; i < 3; i++) {
for (int j = 0; j < 3; j++) {
vec2 realRes = uv + vec2(i-1,j-1);
acc += texture(diffuse_texture, realRes / res).rgb * kernel[i*3+j];
}
}
frag_color = vec4(acc,1);
}