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28 lines
510 B
GLSL
28 lines
510 B
GLSL
//
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// Simple passthrough fragment shader
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//
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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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uniform float down;
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uniform vec2 dimension;
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void main() {
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vec4 col = vec4(0.);
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vec2 tx = 1. / dimension;
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float wei = 0.;
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for( float i = 0.; i < down; i++ )
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for( float j = 0.; j < down; j++ ) {
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vec4 samp = texture2D( gm_BaseTexture, v_vTexcoord * down + vec2(i, j) * tx );
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col += samp;
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wei += samp.a;
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}
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float alph = wei / (down * down);
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col /= wei;
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col.a = alph;
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gl_FragColor = col;
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}
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