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https://github.com/Ttanasart-pt/Pixel-Composer.git
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25 lines
884 B
GLSL
25 lines
884 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 vec2 dimension;
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void main() {
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vec2 tex = 1. / dimension;
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vec4 c = - 1. * texture2D( gm_BaseTexture, v_vTexcoord + vec2(-tex.x, -tex.y) )
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- 1. * texture2D( gm_BaseTexture, v_vTexcoord + vec2( 0., -tex.y) )
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- 1. * texture2D( gm_BaseTexture, v_vTexcoord + vec2( tex.x, -tex.y) )
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- 1. * texture2D( gm_BaseTexture, v_vTexcoord + vec2(-tex.x, 0.) )
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+ 9. * texture2D( gm_BaseTexture, v_vTexcoord + vec2( 0., 0.) )
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- 1. * texture2D( gm_BaseTexture, v_vTexcoord + vec2( tex.x, 0.) )
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- 1. * texture2D( gm_BaseTexture, v_vTexcoord + vec2(-tex.x, tex.y) )
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- 1. * texture2D( gm_BaseTexture, v_vTexcoord + vec2( 0., tex.y) )
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- 1. * texture2D( gm_BaseTexture, v_vTexcoord + vec2( tex.x, tex.y) );
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gl_FragColor = c;
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}
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