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