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