#version 120 // Input vertex attributes (from vertex shader) varying vec2 fragTexCoord; varying vec4 fragColor; // Input uniform values uniform sampler2D texture0; uniform vec4 colDiffuse; // NOTE: Add here your custom variables // NOTE: Render size values must be passed from code const float renderWidth = 800.0; const float renderHeight = 450.0; vec3 offset = vec3(0.0, 1.3846153846, 3.2307692308); vec3 weight = vec3(0.2270270270, 0.3162162162, 0.0702702703); void main() { // Texel color fetching from texture sampler vec3 tc = texture2D(texture0, fragTexCoord).rgb*weight.x; tc += texture2D(texture0, fragTexCoord + vec2(offset.y)/renderWidth, 0.0).rgb*weight.y; tc += texture2D(texture0, fragTexCoord - vec2(offset.y)/renderWidth, 0.0).rgb*weight.y; tc += texture2D(texture0, fragTexCoord + vec2(offset.z)/renderWidth, 0.0).rgb*weight.z; tc += texture2D(texture0, fragTexCoord - vec2(offset.z)/renderWidth, 0.0).rgb*weight.z; gl_FragColor = vec4(tc, 1.0); }