// // Simple passthrough fragment shader // varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform vec2 dimension; uniform int horizontal; uniform float weight[32]; uniform int size; uniform int sampleMode; uniform int overrideColor; uniform vec4 overColor; 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.); if(sampleMode == 1) return texture2D(gm_BaseTexture, clamp(pos, 0., 1.)); if(sampleMode == 2) return texture2D(gm_BaseTexture, fract(pos)); return vec4(0.); } float wgh = 0.; vec4 sample(in vec2 pos, in int index) { vec4 col = sampleTexture( pos ); col.rgb *= weight[index] * col.a; wgh += weight[index] * col.a; return col; } void main() { vec2 tex_offset = 1.0 / dimension, pos; vec4 result = sample( v_vTexcoord, 0 ); if(horizontal == 1) { for(int i = 1; i < size; i++) { pos = vec2(tex_offset.x * float(i), 0.0); result += sample( v_vTexcoord + pos, i ); result += sample( v_vTexcoord - pos, i ); } } else { for(int i = 1; i < size; i++) { pos = vec2(0.0, tex_offset.y * float(i)); result += sample( v_vTexcoord + pos, i ); result += sample( v_vTexcoord - pos, i ); } } result.rgb /= wgh; result.a = wgh; gl_FragColor = result; if(overrideColor == 1) gl_FragColor.rgb = overColor.rgb; }