Files
2026-04-18 22:31:51 +02:00

35 lines
919 B
GLSL

uniform sampler2D tex;
uniform float invTexWidth;
void main()
{
vec2 p = gl_TexCoord[0].xy;
vec2 dp = vec2(invTexWidth, 0.0);
/*
vec3 a = texture2D(tex, p - 3.0 * dp).rgb;
vec3 b = texture2D(tex, p - 2.0 * dp).rgb;
vec3 c = texture2D(tex, p - 1.0 * dp).rgb;
vec3 d = texture2D(tex, p ).rgb;
vec3 e = texture2D(tex, p + 1.0 * dp).rgb;
vec3 f = texture2D(tex, p + 2.0 * dp).rgb;
vec3 g = texture2D(tex, p + 3.0 * dp).rgb;
vec3 final = 0.015625 * (a + g)
+ 0.09375 * (b + f)
+ 0.234375 * (c + e)
+ 0.3125 * d;
gl_FragColor = vec4( final, 1.0 );
*/
vec3 a = texture2D(tex, p - 2.1428571 * dp).rgb;
vec3 b = texture2D(tex, p - 0.6 * dp).rgb;
vec3 c = texture2D(tex, p + 0.6 * dp).rgb;
vec3 d = texture2D(tex, p + 2.1428571 * dp).rgb;
vec3 final = (2.0 * 0.21875) * (a + d)
+ (2.0 * 0.78125) * (b + c);
gl_FragColor = vec4( final, 1.0 );
}