24 lines
		
	
	
		
			890 B
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
		
		
			
		
	
	
			24 lines
		
	
	
		
			890 B
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
|  | #version 450 | ||
|  | 
 | ||
|  | uniform sampler2D tex; | ||
|  | 
 | ||
|  | uniform vec2 dirInv; | ||
|  | 
 | ||
|  | in vec2 texCoord; | ||
|  | out vec4 fragColor; | ||
|  | 
 | ||
|  | void main() {	 | ||
|  | 	fragColor.rgb =  textureLod(tex, texCoord + dirInv * 5.5, 0.0).rgb; | ||
|  | 	fragColor.rgb += textureLod(tex, texCoord + dirInv * 4.5, 0.0).rgb; | ||
|  | 	fragColor.rgb += textureLod(tex, texCoord + dirInv * 3.5, 0.0).rgb; | ||
|  | 	fragColor.rgb += textureLod(tex, texCoord + dirInv * 2.5, 0.0).rgb; | ||
|  | 	fragColor.rgb += textureLod(tex, texCoord + dirInv * 1.5, 0.0).rgb; | ||
|  | 	fragColor.rgb += textureLod(tex, texCoord, 0.0).rgb; | ||
|  | 	fragColor.rgb += textureLod(tex, texCoord - dirInv * 1.5, 0.0).rgb; | ||
|  | 	fragColor.rgb += textureLod(tex, texCoord - dirInv * 2.5, 0.0).rgb; | ||
|  | 	fragColor.rgb += textureLod(tex, texCoord - dirInv * 3.5, 0.0).rgb; | ||
|  | 	fragColor.rgb += textureLod(tex, texCoord - dirInv * 4.5, 0.0).rgb; | ||
|  | 	fragColor.rgb += textureLod(tex, texCoord - dirInv * 5.5, 0.0).rgb; | ||
|  | 	fragColor.rgb /= vec3(11.0); | ||
|  | } |