// // Simple passthrough fragment shader // varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform int size; uniform vec2 dimension; uniform float kernel[256]; uniform int sampleMode; uniform int normalized; 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; float sum = 1.; if(normalized == 1) { sum = 0.; int amo = size * size; for(int i = 0; i < amo; i++) sum += kernel[i]; if(sum == 0.) sum = 1.; } float st = -(float(size) - 1.) / 2.; vec4 c = vec4(0.); for(int i = 0; i < size; i++) for(int j = 0; j < size; j++) { int index = i * size + j; vec2 px = v_vTexcoord + vec2((float(j) + st) * tex.x, (float(i) + st) * tex.y); c += kernel[index] * sampleTexture(px) / sum; } gl_FragColor = c; }