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- #ifdef GL_ES
- precision highp float;
- #endif
- // Samplers
- varying vec2 vUV;
- uniform sampler2D textureSampler;
- // Parameters
- uniform vec2 screenSize;
- void main(void)
- {
- vec4 colorDepth = vec4(0.0);
- for (int x = -OFFSET; x <= OFFSET; x++)
- for (int y = -OFFSET; y <= OFFSET; y++)
- colorDepth += texture2D(textureSampler, vUV + vec2(x, y) / screenSize);
- gl_FragColor = (colorDepth / float((OFFSET * 2 + 1) * (OFFSET * 2 + 1)));
- }
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