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https://github.com/ZDoom/gzdoom.git
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ce50b0e46b
Works for most shaders, except SSAO.
28 lines
1.2 KiB
GLSL
28 lines
1.2 KiB
GLSL
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in vec2 TexCoord;
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layout(location=0) out vec4 FragColor;
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layout(binding=0) uniform sampler2D SourceTexture;
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void main()
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{
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#if defined(BLUR_HORIZONTAL)
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FragColor =
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textureOffset(SourceTexture, TexCoord, ivec2( 0, 0)) * SampleWeights0 +
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textureOffset(SourceTexture, TexCoord, ivec2( 1, 0)) * SampleWeights1 +
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textureOffset(SourceTexture, TexCoord, ivec2(-1, 0)) * SampleWeights2 +
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textureOffset(SourceTexture, TexCoord, ivec2( 2, 0)) * SampleWeights3 +
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textureOffset(SourceTexture, TexCoord, ivec2(-2, 0)) * SampleWeights4 +
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textureOffset(SourceTexture, TexCoord, ivec2( 3, 0)) * SampleWeights5 +
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textureOffset(SourceTexture, TexCoord, ivec2(-3, 0)) * SampleWeights6;
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#else
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FragColor =
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textureOffset(SourceTexture, TexCoord, ivec2(0, 0)) * SampleWeights0 +
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textureOffset(SourceTexture, TexCoord, ivec2(0, 1)) * SampleWeights1 +
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textureOffset(SourceTexture, TexCoord, ivec2(0,-1)) * SampleWeights2 +
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textureOffset(SourceTexture, TexCoord, ivec2(0, 2)) * SampleWeights3 +
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textureOffset(SourceTexture, TexCoord, ivec2(0,-2)) * SampleWeights4 +
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textureOffset(SourceTexture, TexCoord, ivec2(0, 3)) * SampleWeights5 +
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textureOffset(SourceTexture, TexCoord, ivec2(0,-3)) * SampleWeights6;
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#endif
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}
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