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//////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2016 Leszek Koltunski //
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// //
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// This file is part of Distorted. //
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// //
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// Distorted is free software: you can redistribute it and/or modify //
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// it under the terms of the GNU General Public License as published by //
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// the Free Software Foundation, either version 2 of the License, or //
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// (at your option) any later version. //
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// //
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// Distorted is distributed in the hope that it will be useful, //
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// but WITHOUT ANY WARRANTY; without even the implied warranty of //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the //
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// GNU General Public License for more details. //
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// //
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// You should have received a copy of the GNU General Public License //
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// along with Distorted. If not, see <http://www.gnu.org/licenses/>. //
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//////////////////////////////////////////////////////////////////////////////////////////////
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precision lowp float;
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varying vec2 v_TexCoordinate;
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uniform sampler2D u_Texture;
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uniform vec2 one_over_objD;
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uniform float u_Radius;
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//////////////////////////////////////////////////////////////////////////////////////////////
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void main()
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{
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vec2 tex;
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vec4 pixel = vec4(0.0);
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float denom = 1.0 / ((2.0*u_Radius+1.0)*(2.0*u_Radius+1.0));
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for (float x = -u_Radius; x <= u_Radius; x+=1.0)
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for (float y = -u_Radius; y <= u_Radius; y+=1.0)
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{
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tex = vec2(v_TexCoordinate.x + x*one_over_objD.x, v_TexCoordinate.y + y*one_over_objD.y);
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pixel += texture2D(u_Texture,tex)*denom;
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}
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gl_FragColor = pixel;
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}
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