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

40 lines
1.3 KiB
GLSL

uniform sampler2D tex;
uniform float invTexHeight;
void main()
{
vec2 p = gl_TexCoord[0].xy;
vec2 dp = vec2(0.0, invTexHeight);
const vec3 limit = vec3(0.5,0.5,0.5);
const vec3 mini = vec3(0.0,0.0,0.0);
/* first version (7 samples) */
/*
vec3 a = max(mini, texture2D(tex, p - 3.0 * dp).rgb - limit);
vec3 b = max(mini, texture2D(tex, p - 2.0 * dp).rgb - limit);
vec3 c = max(mini, texture2D(tex, p - 1.0 * dp).rgb - limit);
vec3 d = max(mini, texture2D(tex, p ).rgb - limit);
vec3 e = max(mini, texture2D(tex, p + 1.0 * dp).rgb - limit);
vec3 f = max(mini, texture2D(tex, p + 2.0 * dp).rgb - limit);
vec3 g = max(mini, texture2D(tex, p + 3.0 * dp).rgb - limit);
vec3 final = 0.015625 * (a + g)
+ 0.09375 * (b + f)
+ 0.234375 * (c + e)
+ 0.3125 * d;
gl_FragColor = vec4( final * 2.0, 1.0 );
*/
/* second version (4 samples) */
vec3 a = max(mini, texture2D(tex, p - 2.1428571 * dp).rgb - limit);
vec3 b = max(mini, texture2D(tex, p - 0.6 * dp).rgb - limit);
vec3 c = max(mini, texture2D(tex, p + 0.6 * dp).rgb - limit);
vec3 d = max(mini, texture2D(tex, p + 2.1428571 * dp).rgb - limit);
vec3 final = (2.0 * 0.21875) * (a + d)
+ (2.0 * 0.78125) * (b + c);
gl_FragColor = vec4( final, 1.0 );
}