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Improved shaders_postprocessing example
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@ -13,22 +13,22 @@ uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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// NOTE: Render size values must be passed from code
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const float renderWidth = 800;
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const float renderHeight = 450;
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const float renderWidth = 800.0;
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const float renderHeight = 450.0;
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float offset[3] = float[]( 0.0, 1.3846153846, 3.2307692308 );
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float weight[3] = float[]( 0.2270270270, 0.3162162162, 0.0702702703 );
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vec3 offset = vec3(0.0, 1.3846153846, 3.2307692308);
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vec3 weight = vec3(0.2270270270, 0.3162162162, 0.0702702703);
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void main()
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{
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// Texel color fetching from texture sampler
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vec3 tc = texture2D(texture0, fragTexCoord).rgb*weight[0];
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for (int i = 1; i < 3; i++)
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{
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tc += texture2D(texture0, fragTexCoord + vec2(offset[i])/renderWidth, 0.0).rgb*weight[i];
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tc += texture2D(texture0, fragTexCoord - vec2(offset[i])/renderWidth, 0.0).rgb*weight[i];
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}
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vec3 tc = texture2D(texture0, fragTexCoord).rgb*weight.x;
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tc += texture2D(texture0, fragTexCoord + vec2(offset.y)/renderWidth, 0.0).rgb*weight.y;
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tc += texture2D(texture0, fragTexCoord - vec2(offset.y)/renderWidth, 0.0).rgb*weight.y;
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tc += texture2D(texture0, fragTexCoord + vec2(offset.z)/renderWidth, 0.0).rgb*weight.z;
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tc += texture2D(texture0, fragTexCoord - vec2(offset.z)/renderWidth, 0.0).rgb*weight.z;
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gl_FragColor = vec4(tc, 1.0);
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}
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