mirror of
https://github.com/UberGames/ioef.git
synced 2024-11-30 16:01:46 +00:00
70 lines
4.2 KiB
GLSL
70 lines
4.2 KiB
GLSL
uniform sampler2D u_TextureMap;
|
|
|
|
uniform vec4 u_Color;
|
|
|
|
uniform vec2 u_InvTexRes;
|
|
varying vec2 var_TexCoords;
|
|
|
|
void main()
|
|
{
|
|
vec4 color;
|
|
vec2 tc;
|
|
|
|
#if 0
|
|
float c[7] = float[7](1.0, 0.9659258263, 0.8660254038, 0.7071067812, 0.5, 0.2588190451, 0.0);
|
|
|
|
tc = var_TexCoords + u_InvTexRes * vec2( c[0], c[6]); color = texture2D(u_TextureMap, tc);
|
|
tc = var_TexCoords + u_InvTexRes * vec2( c[1], c[5]); color += texture2D(u_TextureMap, tc);
|
|
tc = var_TexCoords + u_InvTexRes * vec2( c[2], c[4]); color += texture2D(u_TextureMap, tc);
|
|
tc = var_TexCoords + u_InvTexRes * vec2( c[3], c[3]); color += texture2D(u_TextureMap, tc);
|
|
tc = var_TexCoords + u_InvTexRes * vec2( c[4], c[2]); color += texture2D(u_TextureMap, tc);
|
|
tc = var_TexCoords + u_InvTexRes * vec2( c[5], c[1]); color += texture2D(u_TextureMap, tc);
|
|
tc = var_TexCoords + u_InvTexRes * vec2( c[6], c[0]); color += texture2D(u_TextureMap, tc);
|
|
|
|
tc = var_TexCoords + u_InvTexRes * vec2( c[1], -c[5]); color += texture2D(u_TextureMap, tc);
|
|
tc = var_TexCoords + u_InvTexRes * vec2( c[2], -c[4]); color += texture2D(u_TextureMap, tc);
|
|
tc = var_TexCoords + u_InvTexRes * vec2( c[3], -c[3]); color += texture2D(u_TextureMap, tc);
|
|
tc = var_TexCoords + u_InvTexRes * vec2( c[4], -c[2]); color += texture2D(u_TextureMap, tc);
|
|
tc = var_TexCoords + u_InvTexRes * vec2( c[5], -c[1]); color += texture2D(u_TextureMap, tc);
|
|
tc = var_TexCoords + u_InvTexRes * vec2( c[6], -c[0]); color += texture2D(u_TextureMap, tc);
|
|
|
|
tc = var_TexCoords + u_InvTexRes * vec2( -c[0], c[6]); color += texture2D(u_TextureMap, tc);
|
|
tc = var_TexCoords + u_InvTexRes * vec2( -c[1], c[5]); color += texture2D(u_TextureMap, tc);
|
|
tc = var_TexCoords + u_InvTexRes * vec2( -c[2], c[4]); color += texture2D(u_TextureMap, tc);
|
|
tc = var_TexCoords + u_InvTexRes * vec2( -c[3], c[3]); color += texture2D(u_TextureMap, tc);
|
|
tc = var_TexCoords + u_InvTexRes * vec2( -c[4], c[2]); color += texture2D(u_TextureMap, tc);
|
|
tc = var_TexCoords + u_InvTexRes * vec2( -c[5], c[1]); color += texture2D(u_TextureMap, tc);
|
|
|
|
tc = var_TexCoords + u_InvTexRes * vec2( -c[1], -c[5]); color += texture2D(u_TextureMap, tc);
|
|
tc = var_TexCoords + u_InvTexRes * vec2( -c[2], -c[4]); color += texture2D(u_TextureMap, tc);
|
|
tc = var_TexCoords + u_InvTexRes * vec2( -c[3], -c[3]); color += texture2D(u_TextureMap, tc);
|
|
tc = var_TexCoords + u_InvTexRes * vec2( -c[4], -c[2]); color += texture2D(u_TextureMap, tc);
|
|
tc = var_TexCoords + u_InvTexRes * vec2( -c[5], -c[1]); color += texture2D(u_TextureMap, tc);
|
|
|
|
gl_FragColor = color * 0.04166667 * u_Color;
|
|
#endif
|
|
|
|
float c[5] = float[5](1.0, 0.9238795325, 0.7071067812, 0.3826834324, 0.0);
|
|
|
|
tc = var_TexCoords + u_InvTexRes * vec2( c[0], c[4]); color = texture2D(u_TextureMap, tc);
|
|
tc = var_TexCoords + u_InvTexRes * vec2( c[1], c[3]); color += texture2D(u_TextureMap, tc);
|
|
tc = var_TexCoords + u_InvTexRes * vec2( c[2], c[2]); color += texture2D(u_TextureMap, tc);
|
|
tc = var_TexCoords + u_InvTexRes * vec2( c[3], c[1]); color += texture2D(u_TextureMap, tc);
|
|
tc = var_TexCoords + u_InvTexRes * vec2( c[4], c[0]); color += texture2D(u_TextureMap, tc);
|
|
|
|
tc = var_TexCoords + u_InvTexRes * vec2( c[1], -c[3]); color += texture2D(u_TextureMap, tc);
|
|
tc = var_TexCoords + u_InvTexRes * vec2( c[2], -c[2]); color += texture2D(u_TextureMap, tc);
|
|
tc = var_TexCoords + u_InvTexRes * vec2( c[3], -c[1]); color += texture2D(u_TextureMap, tc);
|
|
tc = var_TexCoords + u_InvTexRes * vec2( c[4], -c[0]); color += texture2D(u_TextureMap, tc);
|
|
|
|
tc = var_TexCoords + u_InvTexRes * vec2( -c[0], c[4]); color += texture2D(u_TextureMap, tc);
|
|
tc = var_TexCoords + u_InvTexRes * vec2( -c[1], c[3]); color += texture2D(u_TextureMap, tc);
|
|
tc = var_TexCoords + u_InvTexRes * vec2( -c[2], c[2]); color += texture2D(u_TextureMap, tc);
|
|
tc = var_TexCoords + u_InvTexRes * vec2( -c[3], c[1]); color += texture2D(u_TextureMap, tc);
|
|
|
|
tc = var_TexCoords + u_InvTexRes * vec2( -c[1], -c[3]); color += texture2D(u_TextureMap, tc);
|
|
tc = var_TexCoords + u_InvTexRes * vec2( -c[2], -c[2]); color += texture2D(u_TextureMap, tc);
|
|
tc = var_TexCoords + u_InvTexRes * vec2( -c[3], -c[1]); color += texture2D(u_TextureMap, tc);
|
|
|
|
gl_FragColor = color * 0.0625 * u_Color;
|
|
}
|