#if KERNEL == 0 varying vec2 v_TexCoord[13]; #endif #if KERNEL == 1 varying vec2 v_TexCoord[7]; #endif #if KERNEL == 2 varying vec2 v_TexCoord[3]; #endif uniform sampler2D g_Texture0; // {"material":"Framebuffer","hidden":true} void main() { #if KERNEL == 0 vec4 albedo = texSample2D(g_Texture0, v_TexCoord[0]) * 0.006299 + texSample2D(g_Texture0, v_TexCoord[1]) * 0.017298 + texSample2D(g_Texture0, v_TexCoord[2]) * 0.039533 + texSample2D(g_Texture0, v_TexCoord[3]) * 0.075189 + texSample2D(g_Texture0, v_TexCoord[4]) * 0.119007 + texSample2D(g_Texture0, v_TexCoord[5]) * 0.156756 + texSample2D(g_Texture0, v_TexCoord[6]) * 0.171834 + texSample2D(g_Texture0, v_TexCoord[7]) * 0.156756 + texSample2D(g_Texture0, v_TexCoord[8]) * 0.119007 + texSample2D(g_Texture0, v_TexCoord[9]) * 0.075189 + texSample2D(g_Texture0, v_TexCoord[10]) * 0.039533 + texSample2D(g_Texture0, v_TexCoord[11]) * 0.017298 + texSample2D(g_Texture0, v_TexCoord[12]) * 0.006299; #endif #if KERNEL == 1 vec4 albedo = texSample2D(g_Texture0, v_TexCoord[0]) * 0.071303 + texSample2D(g_Texture0, v_TexCoord[1]) * 0.131514 + texSample2D(g_Texture0, v_TexCoord[2]) * 0.189879 + texSample2D(g_Texture0, v_TexCoord[3]) * 0.214607 + texSample2D(g_Texture0, v_TexCoord[4]) * 0.189879 + texSample2D(g_Texture0, v_TexCoord[5]) * 0.131514 + texSample2D(g_Texture0, v_TexCoord[6]) * 0.071303; #endif #if KERNEL == 2 vec4 albedo = texSample2D(g_Texture0, v_TexCoord[0]) * 0.25 + texSample2D(g_Texture0, v_TexCoord[1]) * 0.5 + texSample2D(g_Texture0, v_TexCoord[2]) * 0.25; #endif gl_FragColor = albedo; }