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

23 lines
445 B
GLSL

uniform sampler2D inRTT;
uniform vec4 sampleOffsets[15];
uniform vec4 sampleWeights[15];
varying vec2 uv;
void main(void)
{
vec4 accum = vec4(0.0, 0.0, 0.0, 1.0);
vec2 sampleUV;
for( int i = 0; i < 15; i++ )
{
// Sample from adjacent points, 7 each side and central
sampleUV = uv + sampleOffsets[i].xy;
accum += sampleWeights[i] * texture2D(inRTT, sampleUV);
}
gl_FragColor = accum;
}