kwin/shaders/1.40/lanczos-fragment.glsl

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#version 140
uniform sampler2D texUnit;
uniform vec2 offsets[16];
uniform vec4 kernel[16];
in vec2 varyingTexCoords;
out vec4 fragColor;
void main(void)
{
vec4 sum = texture(texUnit, varyingTexCoords.st) * kernel[0];
for (int i = 1; i < 16; i++) {
sum += texture(texUnit, varyingTexCoords.st - offsets[i]) * kernel[i];
sum += texture(texUnit, varyingTexCoords.st + offsets[i]) * kernel[i];
}
fragColor = sum;
}