24 lines
710 B
GLSL
24 lines
710 B
GLSL
#version 300 es
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precision highp float;
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in vec2 v_texcoord;
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uniform sampler2D tex;
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out vec4 fragColor;
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void main() {
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float o = 0.003;
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vec4 c = vec4(0.0);
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c += texture(tex, v_texcoord + vec2(-o, -o)) * 0.0625;
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c += texture(tex, v_texcoord + vec2( 0, -o)) * 0.125;
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c += texture(tex, v_texcoord + vec2( o, -o)) * 0.0625;
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c += texture(tex, v_texcoord + vec2(-o, 0)) * 0.125;
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c += texture(tex, v_texcoord ) * 0.25;
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c += texture(tex, v_texcoord + vec2( o, 0)) * 0.125;
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c += texture(tex, v_texcoord + vec2(-o, o)) * 0.0625;
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c += texture(tex, v_texcoord + vec2( 0, o)) * 0.125;
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c += texture(tex, v_texcoord + vec2( o, o)) * 0.0625;
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fragColor = c;
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}
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