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#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);
}
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