51 lines
2.4 KiB
Plaintext
51 lines
2.4 KiB
Plaintext
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#line 2
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/*
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* Copyright (c) 2023 lax1dude. All Rights Reserved.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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* IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
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* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*
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*/
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precision lowp int;
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precision highp float;
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precision highp sampler2D;
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in vec2 v_position2f;
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layout(location = 0) out vec4 output4f;
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uniform sampler2D u_inputTexture;
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uniform vec2 u_sampleOffset2f;
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uniform vec4 u_outputSize4f;
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void main() {
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vec2 alignedUV = (floor(v_position2f * u_outputSize4f.xy) + 0.5) * u_outputSize4f.zw;
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vec4 accum = textureLod(u_inputTexture, alignedUV - u_sampleOffset2f * 7.0, 0.0) * 0.0005;
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accum += textureLod(u_inputTexture, alignedUV - u_sampleOffset2f * 6.0, 0.0) * 0.0024;
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accum += textureLod(u_inputTexture, alignedUV - u_sampleOffset2f * 5.0, 0.0) * 0.0092;
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accum += textureLod(u_inputTexture, alignedUV - u_sampleOffset2f * 4.0, 0.0) * 0.0278;
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accum += textureLod(u_inputTexture, alignedUV - u_sampleOffset2f * 3.0, 0.0) * 0.0656;
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accum += textureLod(u_inputTexture, alignedUV - u_sampleOffset2f * 2.0, 0.0) * 0.1210;
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accum += textureLod(u_inputTexture, alignedUV - u_sampleOffset2f, 0.0) * 0.1747;
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accum += textureLod(u_inputTexture, alignedUV, 0.0) * 0.1974;
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accum += textureLod(u_inputTexture, alignedUV + u_sampleOffset2f, 0.0) * 0.1747;
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accum += textureLod(u_inputTexture, alignedUV + u_sampleOffset2f * 2.0, 0.0) * 0.1210;
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accum += textureLod(u_inputTexture, alignedUV + u_sampleOffset2f * 3.0, 0.0) * 0.0656;
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accum += textureLod(u_inputTexture, alignedUV + u_sampleOffset2f * 4.0, 0.0) * 0.0278;
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accum += textureLod(u_inputTexture, alignedUV + u_sampleOffset2f * 5.0, 0.0) * 0.0092;
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accum += textureLod(u_inputTexture, alignedUV + u_sampleOffset2f * 6.0, 0.0) * 0.0024;
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accum += textureLod(u_inputTexture, alignedUV + u_sampleOffset2f * 7.0, 0.0) * 0.0005;
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output4f = accum;
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}
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