| Line | |
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| 1 | uniform sampler2D inRTT; |
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| 2 | uniform vec2 texelSize; |
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| 3 | |
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| 4 | varying vec2 uv; |
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| 5 | |
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| 6 | void main(void) |
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| 7 | { |
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| 8 | vec4 accum = vec4(0.0, 0.0, 0.0, 0.0); |
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| 9 | |
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| 10 | // Get colour from source |
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| 11 | accum += texture2D(inRTT, uv + texelSize * vec2(-1.0, -1.0)); |
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| 12 | accum += texture2D(inRTT, uv + texelSize * vec2( 0.0, -1.0)); |
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| 13 | accum += texture2D(inRTT, uv + texelSize * vec2( 1.0, -1.0)); |
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| 14 | accum += texture2D(inRTT, uv + texelSize * vec2(-1.0, 0.0)); |
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| 15 | accum += texture2D(inRTT, uv + texelSize * vec2( 0.0, 0.0)); |
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| 16 | accum += texture2D(inRTT, uv + texelSize * vec2( 1.0, 0.0)); |
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| 17 | accum += texture2D(inRTT, uv + texelSize * vec2(-1.0, 1.0)); |
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| 18 | accum += texture2D(inRTT, uv + texelSize * vec2( 0.0, 1.0)); |
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| 19 | accum += texture2D(inRTT, uv + texelSize * vec2( 1.0, 1.0)); |
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| 20 | |
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| 21 | // take average of 9 samples |
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| 22 | accum *= 0.1111111111111111; |
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| 23 | |
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| 24 | gl_FragColor = accum; |
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| 25 | |
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| 26 | } |
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