ioef/code/renderergl2/glsl/down4x_fp.glsl

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uniform sampler2D u_TextureMap;
uniform vec2 u_InvTexRes;
varying vec2 var_TexCoords;
void main()
{
vec4 color;
vec2 tc;
tc = var_TexCoords + u_InvTexRes * vec2(-1.5, -1.5); color = texture2D(u_TextureMap, tc);
tc = var_TexCoords + u_InvTexRes * vec2(-0.5, -1.5); color += texture2D(u_TextureMap, tc);
tc = var_TexCoords + u_InvTexRes * vec2( 0.5, -1.5); color += texture2D(u_TextureMap, tc);
tc = var_TexCoords + u_InvTexRes * vec2( 1.5, -1.5); color += texture2D(u_TextureMap, tc);
tc = var_TexCoords + u_InvTexRes * vec2(-1.5, -0.5); color += texture2D(u_TextureMap, tc);
tc = var_TexCoords + u_InvTexRes * vec2(-0.5, -0.5); color += texture2D(u_TextureMap, tc);
tc = var_TexCoords + u_InvTexRes * vec2( 0.5, -0.5); color += texture2D(u_TextureMap, tc);
tc = var_TexCoords + u_InvTexRes * vec2( 1.5, -0.5); color += texture2D(u_TextureMap, tc);
tc = var_TexCoords + u_InvTexRes * vec2(-1.5, 0.5); color += texture2D(u_TextureMap, tc);
tc = var_TexCoords + u_InvTexRes * vec2(-0.5, 0.5); color += texture2D(u_TextureMap, tc);
tc = var_TexCoords + u_InvTexRes * vec2( 0.5, 0.5); color += texture2D(u_TextureMap, tc);
tc = var_TexCoords + u_InvTexRes * vec2( 1.5, 0.5); color += texture2D(u_TextureMap, tc);
tc = var_TexCoords + u_InvTexRes * vec2(-1.5, 1.5); color += texture2D(u_TextureMap, tc);
tc = var_TexCoords + u_InvTexRes * vec2(-0.5, 1.5); color += texture2D(u_TextureMap, tc);
tc = var_TexCoords + u_InvTexRes * vec2( 0.5, 1.5); color += texture2D(u_TextureMap, tc);
tc = var_TexCoords + u_InvTexRes * vec2( 1.5, 1.5); color += texture2D(u_TextureMap, tc);
color *= 0.0625;
gl_FragColor = color;
}