mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-12-26 23:17:25 +01:00
24 lines
942 B
GLSL
24 lines
942 B
GLSL
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 dissipation;
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void main() {
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vec2 tx = 1. / dimension;
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vec4 f0 = texture2D( gm_BaseTexture, v_vTexcoord + vec2(-tx.x, -tx.y) );
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vec4 f1 = texture2D( gm_BaseTexture, v_vTexcoord + vec2( 0., -tx.y) );
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vec4 f2 = texture2D( gm_BaseTexture, v_vTexcoord + vec2( tx.x, -tx.y) );
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vec4 f3 = texture2D( gm_BaseTexture, v_vTexcoord + vec2(-tx.x, 0.) );
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vec4 f4 = texture2D( gm_BaseTexture, v_vTexcoord + vec2( 0., 0.) );
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vec4 f5 = texture2D( gm_BaseTexture, v_vTexcoord + vec2( tx.x, 0.) );
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vec4 f6 = texture2D( gm_BaseTexture, v_vTexcoord + vec2(-tx.x, tx.y) );
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vec4 f7 = texture2D( gm_BaseTexture, v_vTexcoord + vec2( 0., tx.y) );
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vec4 f8 = texture2D( gm_BaseTexture, v_vTexcoord + vec2( tx.x, tx.y) );
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vec4 clr = (f0 + f1 + f2 + f3 + f4 + f5 + f6 + f7 + f8) / 9.;
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gl_FragColor = vec4(clr.rgb * dissipation, clr.a);
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}
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