mirror of
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39 lines
1.6 KiB
GLSL
39 lines
1.6 KiB
GLSL
#ifdef GL_ES
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precision mediump float;
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precision mediump int;
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#endif
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uniform sampler2D textureSampler;
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uniform vec2 texcoordOffset;
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varying vec4 vertColor;
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varying vec4 vertTexcoord;
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void main(void) {
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// Grouping texcoord variables in order to make it work in the GMA 950. See post #13
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// in this thread:
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// http://www.idevgames.com/forums/thread-3467.html
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vec2 tc0 = vertTexcoord.st + vec2(-texcoordOffset.s, -texcoordOffset.t);
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vec2 tc1 = vertTexcoord.st + vec2( 0.0, -texcoordOffset.t);
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vec2 tc2 = vertTexcoord.st + vec2(+texcoordOffset.s, -texcoordOffset.t);
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vec2 tc3 = vertTexcoord.st + vec2(-texcoordOffset.s, 0.0);
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vec2 tc4 = vertTexcoord.st + vec2( 0.0, 0.0);
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vec2 tc5 = vertTexcoord.st + vec2(+texcoordOffset.s, 0.0);
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vec2 tc6 = vertTexcoord.st + vec2(-texcoordOffset.s, +texcoordOffset.t);
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vec2 tc7 = vertTexcoord.st + vec2( 0.0, +texcoordOffset.t);
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vec2 tc8 = vertTexcoord.st + vec2(+texcoordOffset.s, +texcoordOffset.t);
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vec4 col0 = texture2D(textureSampler, tc0);
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vec4 col1 = texture2D(textureSampler, tc1);
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vec4 col2 = texture2D(textureSampler, tc2);
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vec4 col3 = texture2D(textureSampler, tc3);
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vec4 col4 = texture2D(textureSampler, tc4);
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vec4 col5 = texture2D(textureSampler, tc5);
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vec4 col6 = texture2D(textureSampler, tc6);
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vec4 col7 = texture2D(textureSampler, tc7);
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vec4 col8 = texture2D(textureSampler, tc8);
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vec4 sum = 8.0 * col4 - (col0 + col1 + col2 + col3 + col5 + col6 + col7 + col8);
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gl_FragColor = vec4(sum.rgb, 1.0) * vertColor;
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}
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