pxmlw6n2f/Gazebo_Distributed_MPI/media/materials/programs/blur.glsl

21 lines
488 B
GLSL

uniform vec4 invSMSize;
uniform sampler2D map;
void main()
{
vec3 sample = vec3(0.0, 0.0, 0.0);
float radius = 9.0;
for (float x = -radius; x <= radius; x += 1.0)
{
for (float y = -radius; y <= radius; y += 1.0)
{
sample += texture2D(map, vec2(gl_TexCoord[0].x + x * invSMSize.x, gl_TexCoord[0].y + y * invSMSize.y)).rgb;
}
}
//gl_FragColor = vec4(sample / ((radius * 2.0 + 1.0) * (radius * 2.0 + 1.0)), 1.0);
gl_FragColor = vec4(1.0,0.0,0.0,1.0);
}