2016-10-05 18:53:37 +00:00
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#version 120
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2016-10-05 21:26:55 +00:00
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uniform sampler2D tex;
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2016-10-05 18:53:37 +00:00
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varying vec3 vertex;
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varying vec2 uv;
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const int gaussRadius = 11;
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const float gaussFilter[gaussRadius] = float[gaussRadius](
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0.0402,0.0623,0.0877,0.1120,0.1297,0.1362,0.1297,0.1120,0.0877,0.0623,0.0402
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);
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uniform vec2 scale;
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void main()
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{
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vec2 texCoord = uv.xy - float(int(gaussRadius/2)) * scale;
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vec3 color = vec3(0.0, 0.0, 0.0);
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for (int i=0; i<gaussRadius; ++i) {
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2016-10-05 21:26:55 +00:00
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color += gaussFilter[i] * texture2D(tex, texCoord).xyz;
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2016-10-05 18:53:37 +00:00
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texCoord += scale;
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}
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gl_FragColor = vec4(color, 1.0);
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2016-10-05 21:26:55 +00:00
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}
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