2023-01-04 02:30:04 +01:00
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//
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// Simple passthrough fragment shader
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//
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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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uniform vec2 dimension;
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uniform float kernel[9];
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void main() {
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vec2 tex = 1. / dimension;
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vec4 c = + kernel[0] * texture2D( gm_BaseTexture, v_vTexcoord + vec2(-tex.x, -tex.y) )
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+ kernel[1] * texture2D( gm_BaseTexture, v_vTexcoord + vec2( 0., -tex.y) )
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+ kernel[2] * texture2D( gm_BaseTexture, v_vTexcoord + vec2( tex.x, -tex.y) )
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+ kernel[3] * texture2D( gm_BaseTexture, v_vTexcoord + vec2(-tex.x, 0.) )
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+ kernel[4] * texture2D( gm_BaseTexture, v_vTexcoord + vec2( 0., 0.) )
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+ kernel[5] * texture2D( gm_BaseTexture, v_vTexcoord + vec2( tex.x, 0.) )
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+ kernel[6] * texture2D( gm_BaseTexture, v_vTexcoord + vec2(-tex.x, tex.y) )
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+ kernel[7] * texture2D( gm_BaseTexture, v_vTexcoord + vec2( 0., tex.y) )
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+ kernel[8] * texture2D( gm_BaseTexture, v_vTexcoord + vec2( tex.x, tex.y) );
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2023-01-09 03:14:20 +01:00
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gl_FragColor = vec4(c.rgb, 1.);
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2023-01-04 02:30:04 +01:00
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}
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