2013-12-19 19:32:50 +01:00

15 lines
288 B
GLSL

uniform sampler2D tex0;
varying vec2 texCoord[5];
void main()
{
vec4 sum = texture2D(tex0, texCoord[0]) +
texture2D(tex0, texCoord[1]) +
texture2D(tex0, texCoord[2]) +
texture2D(tex0, texCoord[3]) +
texture2D(tex0, texCoord[4]);
gl_FragColor = sum / 5.0;
}