58 lines
1.6 KiB
GLSL
58 lines
1.6 KiB
GLSL
#version 330 core
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out vec4 FragColor;
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in vec2 TexCoords;
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uniform sampler2D screenTexture;
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const float offset = 1.0 / 300.0;
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void main()
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{
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FragColor = texture(screenTexture, TexCoords);
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//Invert color
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//FragColor = vec4(vec3(1.0 - texture(screenTexture, TexCoords)), 1.0);
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//Grayscale
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//FragColor = texture(screenTexture, TexCoords);
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//float average = 0.2126 * FragColor.r + 0.7152 * FragColor.g + 0.0722 * FragColor.b;
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//FragColor = vec4(average, average, average, 1.0);
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//Blur
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// vec2 offsets[9] = vec2[](
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// vec2(-offset, offset), // top-left
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// vec2( 0.0f, offset), // top-center
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// vec2( offset, offset), // top-right
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// vec2(-offset, 0.0f), // center-left
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// vec2( 0.0f, 0.0f), // center-center
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// vec2( offset, 0.0f), // center-right
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// vec2(-offset, -offset), // bottom-left
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// vec2( 0.0f, -offset), // bottom-center
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// vec2( offset, -offset) // bottom-right
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// );
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// Sharpen kernel
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// float kernel[9] = float[](
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// -1, -1, -1,
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// -1, 9, -1,
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// -1, -1, -1
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// );
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// Blur kernel
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// float kernel[9] = float[](
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// 1.0 / 16, 2.0 / 16, 1.0 / 16,
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// 2.0 / 16, 4.0 / 16, 2.0 / 16,
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// 1.0 / 16, 2.0 / 16, 1.0 / 16
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// );
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// vec3 sampleTex[9];
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// for(int i = 0; i < 9; i++)
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// {
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// sampleTex[i] = vec3(texture(screenTexture, TexCoords.st + offsets[i]));
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// }
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// vec3 col = vec3(0.0);
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// for(int i = 0; i < 9; i++)
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// col += sampleTex[i] * kernel[i];
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// FragColor = vec4(col, 1.0);
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} |