mirror of
https://github.com/SangeloDev/SangeFault.git
synced 2024-11-14 09:32:43 +00:00
a50683c84e
basically starting over... this is gonna be fun!
31 lines
1.3 KiB
GLSL
31 lines
1.3 KiB
GLSL
#version 150
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uniform sampler2D DiffuseSampler;
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in vec2 texCoord;
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in vec2 oneTexel;
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out vec4 fragColor;
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void main(){
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vec4 c = texture (DiffuseSampler, texCoord);
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vec4 u1 = texture (DiffuseSampler, texCoord + vec2 ( 0.0, -oneTexel.y ));
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vec4 u2 = texture (DiffuseSampler, texCoord + vec2 ( 0.0, -oneTexel.y * 2.0));
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vec4 d1 = texture (DiffuseSampler, texCoord + vec2 ( 0.0, oneTexel.y ));
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vec4 d2 = texture (DiffuseSampler, texCoord + vec2 ( 0.0, oneTexel.y * 2.0));
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vec4 l1 = texture (DiffuseSampler, texCoord + vec2 (-oneTexel.x, 0.0));
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vec4 l2 = texture (DiffuseSampler, texCoord + vec2 (-oneTexel.x * 2.0, 0.0));
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vec4 r1 = texture (DiffuseSampler, texCoord + vec2 ( oneTexel.x, 0.0));
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vec4 r2 = texture (DiffuseSampler, texCoord + vec2 ( oneTexel.x * 2.0, 0.0));
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vec4 v1 = mix (c, mix (l1, l2, 0.667), 0.75);
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vec4 v2 = mix (c, mix (r1, r2, 0.667), 0.75);
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vec4 v3 = mix (c, mix (u1, u2, 0.667), 0.75);
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vec4 v4 = mix (c, mix (d1, d2, 0.667), 0.75);
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vec4 v5 = mix (v1, v2, 0.5);
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vec4 v6 = mix (v3, v4, 0.5);
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vec4 color = mix (v5, v6, 0.5);
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fragColor = vec4(color.rgb, 1.0);
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}
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