kwin/shaders/1.10/lanczos-fragment.glsl

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uniform sampler2D sampler;
uniform vec2 offsets[16];
uniform vec4 kernel[16];
varying vec2 texcoord0;
void main(void)
{
vec4 sum = texture2D(sampler, texcoord0.st) * kernel[0];
for (int i = 1; i < 16; i++) {
sum += texture2D(sampler, texcoord0.st - offsets[i]) * kernel[i];
sum += texture2D(sampler, texcoord0.st + offsets[i]) * kernel[i];
}
gl_FragColor = sum;
}