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