26 lines
609 B
GLSL
26 lines
609 B
GLSL
#version 440
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layout( location = 0 ) in vec2 coord;
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layout( location = 0 ) out vec4 fragColor;
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layout( binding = 1 ) uniform sampler2D source;
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layout( std140, binding = 0 ) uniform buf
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{
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mat4 matrix;
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float opacity;
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} ubuf;
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void main()
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{
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vec2 delta = vec2( 0.01, 0.01 );
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fragColor =(
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0.0538 * texture( source, coord - 3.182 * delta )
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+ 0.3229 * texture( source, coord - 1.364 * delta )
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+ 0.2466 * texture( source, coord )
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+ 0.3229 * texture( source, coord + 1.364 * delta )
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+ 0.0538 * texture( source, coord + 3.182 * delta )
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) * ubuf.opacity;
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}
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