45 lines
799 B
GLSL
45 lines
799 B
GLSL
#version 150
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#define float2 vec2
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#define float3 vec3
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#define float4 vec4
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uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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}params;
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layout(std140) uniform UBO
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{
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mat4 MVP;
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}global;
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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uniform sampler2D Source;
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vec4 reSample(float d, vec2 uv, sampler2D decal)
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{
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vec2 step1 =(vec2(d)+ 0.5)* params . SourceSize . zw;
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vec4 color = vec4(0.);
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color += texture(decal, uv + step1)/ 4.;
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color += texture(decal, uv - step1)/ 4.;
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vec2 step2 = step1;
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step2 . x = - step2 . x;
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color += texture(decal, uv + step2)/ 4.;
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color += texture(decal, uv - step2)/ 4.;
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return color;
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}
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void main()
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{
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FragColor = reSample(7., vTexCoord, Source);
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}
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