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1 | uniform sampler2D inRTT; |
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2 | uniform vec2 texelSize; |
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3 | |
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4 | varying vec2 uv; |
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5 | |
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6 | void main(void) |
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7 | { |
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8 | vec4 accum = vec4(0.0, 0.0, 0.0, 0.0); |
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9 | |
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10 | // Get colour from source |
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11 | accum += texture2D(inRTT, uv + texelSize * vec2(-1.0, -1.0)); |
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12 | accum += texture2D(inRTT, uv + texelSize * vec2( 0.0, -1.0)); |
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13 | accum += texture2D(inRTT, uv + texelSize * vec2( 1.0, -1.0)); |
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14 | accum += texture2D(inRTT, uv + texelSize * vec2(-1.0, 0.0)); |
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15 | accum += texture2D(inRTT, uv + texelSize * vec2( 0.0, 0.0)); |
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16 | accum += texture2D(inRTT, uv + texelSize * vec2( 1.0, 0.0)); |
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17 | accum += texture2D(inRTT, uv + texelSize * vec2(-1.0, 1.0)); |
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18 | accum += texture2D(inRTT, uv + texelSize * vec2( 0.0, 1.0)); |
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19 | accum += texture2D(inRTT, uv + texelSize * vec2( 1.0, 1.0)); |
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20 | |
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21 | // take average of 9 samples |
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22 | accum *= 0.1111111111111111; |
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23 | |
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24 | gl_FragColor = accum; |
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25 | |
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26 | } |
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