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