22 lines
360 B
GLSL
22 lines
360 B
GLSL
#version 330
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uniform sampler2D tex;
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uniform vec2 screenSize;
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in vec2 fragPosScreen;
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layout (location = 0) out float outputColor;
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void main() {
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outputColor = 0;
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for (int i = -3; i <= 3; i++)
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for (int j = -3; j <= 3; j++)
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outputColor += texture(tex, fragPosScreen + vec2(i, j) / screenSize).r;
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outputColor /= 49.0;
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outputColor *= outputColor;
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}
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