#version 120 uniform sampler2D DiffuseSampler; uniform float radiusSq = 0.5f; uniform vec2 InSize; uniform vec2 OutSize; varying vec2 texCoord; void main() { if(radiusSq < 0.5 && (texCoord.s-0.5)*(texCoord.s-0.5)+(texCoord.t-0.5)*(texCoord.t-0.5) > radiusSq) { discard; } /*float totalAlpha = 0.0f; vec3 accum = vec3(0.0); for(int x = -1; x<3; x++) { for(int y = -1; y<3; y++) { vec4 pixel = texture2D(DiffuseSampler, texCoord+vec2(x, y)/InSize); accum += pixel.rgb * pixel.a; totalAlpha += pixel.a; } } gl_FragColor.a = totalAlpha/4*4; gl_FragColor.rgb = accum/4*4;*/ gl_FragColor = texture2D(DiffuseSampler, texCoord); }