2010-05-11 22:05:00 +00:00
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uniform sampler2D texUnit;
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2011-01-18 22:43:08 +00:00
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uniform vec2 offsets[16];
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uniform vec4 kernel[16];
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2010-05-11 22:05:00 +00:00
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void main(void)
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{
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vec4 sum = texture2D(texUnit, gl_TexCoord[0].st) * kernel[0];
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2011-01-18 22:43:08 +00:00
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for (int i = 1; i < 16; i++) {
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2010-05-11 22:05:00 +00:00
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sum += texture2D(texUnit, gl_TexCoord[0].st - offsets[i]) * kernel[i];
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sum += texture2D(texUnit, gl_TexCoord[0].st + offsets[i]) * kernel[i];
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}
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gl_FragColor = sum;
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}
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