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