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/*
* Copyright (C) 2013 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except
* in compliance with the License. You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software distributed under the License
* is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express
* or implied. See the License for the specific language governing permissions and limitations under
* the License.
*/
precision mediump float;
uniform sampler2D u_Texture;
uniform vec2 u_Scale;
varying vec2 v_TexCoordinate;
void main() {
float weights[11];
weights[0] = 0.047748641153356156;
weights[1] = 0.05979670798364139;
weights[2] = 0.07123260215138659;
weights[3] = 0.08071711293576822;
weights[4] = 0.08700369673862933;
weights[5] = 0.08920620580763855;
weights[6] = 0.08700369673862933;
weights[7] = 0.08071711293576822;
weights[8] = 0.07123260215138659;
weights[9] = 0.05979670798364139;
weights[10] = 0.047748641153356156;
vec4 color = vec4(0.0, 0.0, 0.0, 0.0);
for (int i = 0; i < 11; i++) {
vec2 coords = v_TexCoordinate.xy + ((float(i) - 5.0) * u_Scale);
color += texture2D(u_Texture, coords) * weights[i];
}
gl_FragColor = color;
}