cosmic-comp/src/backend/render/shaders/blur_upsample.frag
2026-07-09 18:08:01 +02:00

27 lines
926 B
GLSL

#version 100
precision highp float;
varying vec2 v_coords;
uniform sampler2D tex;
uniform vec2 half_pixel;
uniform float offset;
uniform float alpha;
#if defined(DEBUG_FLAGS)
uniform float tint;
#endif
void main() {
vec4 sum = texture2D(tex, v_coords + vec2(-half_pixel.x * 2.0, 0.0) * offset);
sum += texture2D(tex, v_coords + vec2(-half_pixel.x, half_pixel.y) * offset) * 2.0;
sum += texture2D(tex, v_coords + vec2(0.0, half_pixel.y * 2.0) * offset);
sum += texture2D(tex, v_coords + vec2(half_pixel.x, half_pixel.y) * offset) * 2.0;
sum += texture2D(tex, v_coords + vec2(half_pixel.x * 2.0, 0.0) * offset);
sum += texture2D(tex, v_coords + vec2(half_pixel.x, -half_pixel.y) * offset) * 2.0;
sum += texture2D(tex, v_coords + vec2(0.0, -half_pixel.y * 2.0) * offset);
sum += texture2D(tex, v_coords + vec2(-half_pixel.x, -half_pixel.y) * offset) * 2.0;
gl_FragColor = sum / sum.a;
}