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