Mindustry/core/assets/bloomshaders/gaussian.fragment.glsl

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2019-06-25 06:39:57 +07:00
#ifdef GL_ES
#define LOWP lowp
#define MED mediump
precision lowp float;
#else
#define LOWP
#define MED
#endif
uniform sampler2D u_texture;
varying MED vec2 v_texCoords0;
varying MED vec2 v_texCoords1;
varying MED vec2 v_texCoords2;
varying MED vec2 v_texCoords3;
varying MED vec2 v_texCoords4;
const float center = 0.2270270270;
const float close = 0.3162162162;
const float far = 0.0702702703;
void main()
{
gl_FragColor.rgb = far * texture2D(u_texture, v_texCoords0).rgb
+ close * texture2D(u_texture, v_texCoords1).rgb
+ center * texture2D(u_texture, v_texCoords2).rgb
+ close * texture2D(u_texture, v_texCoords3).rgb
+ far * texture2D(u_texture, v_texCoords4).rgb;
}