Pixel-Composer/shaders/sh_average/sh_average.fsh

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//
// Simple passthrough fragment shader
//
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
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uniform float dimension;
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void main() {
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vec2 pos = v_vTexcoord * dimension;
vec2 st = floor(pos / 2.) * 2.;
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vec4 c0 = texture2D( gm_BaseTexture, (st + vec2(0., 0.)) / dimension );
vec4 c1 = texture2D( gm_BaseTexture, (st + vec2(1., 0.)) / dimension );
vec4 c2 = texture2D( gm_BaseTexture, (st + vec2(0., 1.)) / dimension );
vec4 c3 = texture2D( gm_BaseTexture, (st + vec2(1., 1.)) / dimension );
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gl_FragColor = (c0 + c1 + c2 + c3) / (c0.a + c1.a + c2.a + c3.a);
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}