27 lines
846 B
GLSL
27 lines
846 B
GLSL
uniform sampler2D inRTT;
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uniform vec2 texelSize;
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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, 0.0);
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// Get colour from source
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accum += texture2D(inRTT, uv + texelSize * vec2(-1.0, -1.0));
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accum += texture2D(inRTT, uv + texelSize * vec2( 0.0, -1.0));
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accum += texture2D(inRTT, uv + texelSize * vec2( 1.0, -1.0));
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accum += texture2D(inRTT, uv + texelSize * vec2(-1.0, 0.0));
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accum += texture2D(inRTT, uv + texelSize * vec2( 0.0, 0.0));
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accum += texture2D(inRTT, uv + texelSize * vec2( 1.0, 0.0));
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accum += texture2D(inRTT, uv + texelSize * vec2(-1.0, 1.0));
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accum += texture2D(inRTT, uv + texelSize * vec2( 0.0, 1.0));
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accum += texture2D(inRTT, uv + texelSize * vec2( 1.0, 1.0));
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// take average of 9 samples
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accum *= 0.1111111111111111;
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gl_FragColor = accum;
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}
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