Pixel-Composer/shaders/sh_convolution/sh_convolution.fsh

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//
// Simple passthrough fragment shader
//
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform vec2 dimension;
uniform float kernel[9];
void main() {
vec2 tex = 1. / dimension;
vec4 c = + kernel[0] * texture2D( gm_BaseTexture, v_vTexcoord + vec2(-tex.x, -tex.y) )
+ kernel[1] * texture2D( gm_BaseTexture, v_vTexcoord + vec2( 0., -tex.y) )
+ kernel[2] * texture2D( gm_BaseTexture, v_vTexcoord + vec2( tex.x, -tex.y) )
+ kernel[3] * texture2D( gm_BaseTexture, v_vTexcoord + vec2(-tex.x, 0.) )
+ kernel[4] * texture2D( gm_BaseTexture, v_vTexcoord + vec2( 0., 0.) )
+ kernel[5] * texture2D( gm_BaseTexture, v_vTexcoord + vec2( tex.x, 0.) )
+ kernel[6] * texture2D( gm_BaseTexture, v_vTexcoord + vec2(-tex.x, tex.y) )
+ kernel[7] * texture2D( gm_BaseTexture, v_vTexcoord + vec2( 0., tex.y) )
+ kernel[8] * texture2D( gm_BaseTexture, v_vTexcoord + vec2( tex.x, tex.y) );
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gl_FragColor = vec4(c.rgb, 1.);
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}