// // Simple passthrough fragment shader // varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform vec2 dimension; uniform float kernel[9]; uniform int sampleMode; vec4 sampleTexture(vec2 pos) { if(pos.x >= 0. && pos.y >= 0. && pos.x <= 1. && pos.y <= 1.) return texture2D(gm_BaseTexture, pos); if(sampleMode == 0) return vec4(0.); else if(sampleMode == 1) return texture2D(gm_BaseTexture, clamp(pos, 0., 1.)); else if(sampleMode == 2) return texture2D(gm_BaseTexture, fract(pos)); else if(sampleMode == 3) return vec4(vec3(0.), 1.); return vec4(0.); } void main() { vec2 tex = 1. / dimension; vec4 c = + kernel[0] * sampleTexture( v_vTexcoord + vec2(-tex.x, -tex.y) ) + kernel[1] * sampleTexture( v_vTexcoord + vec2( 0., -tex.y) ) + kernel[2] * sampleTexture( v_vTexcoord + vec2( tex.x, -tex.y) ) + kernel[3] * sampleTexture( v_vTexcoord + vec2(-tex.x, 0.) ) + kernel[4] * sampleTexture( v_vTexcoord + vec2( 0., 0.) ) + kernel[5] * sampleTexture( v_vTexcoord + vec2( tex.x, 0.) ) + kernel[6] * sampleTexture( v_vTexcoord + vec2(-tex.x, tex.y) ) + kernel[7] * sampleTexture( v_vTexcoord + vec2( 0., tex.y) ) + kernel[8] * sampleTexture( v_vTexcoord + vec2( tex.x, tex.y) ); gl_FragColor = vec4(c.rgb, 1.); }