23 lines
942 B
GLSL
23 lines
942 B
GLSL
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varying vec2 v_TexCoord[13];
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uniform sampler2D g_Texture0;
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void main() {
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vec3 albedo = texSample2D(g_Texture0, v_TexCoord[0]).rgb * 0.006299 +
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texSample2D(g_Texture0, v_TexCoord[1]).rgb * 0.017298 +
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texSample2D(g_Texture0, v_TexCoord[2]).rgb * 0.039533 +
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texSample2D(g_Texture0, v_TexCoord[3]).rgb * 0.075189 +
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texSample2D(g_Texture0, v_TexCoord[4]).rgb * 0.119007 +
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texSample2D(g_Texture0, v_TexCoord[5]).rgb * 0.156756 +
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texSample2D(g_Texture0, v_TexCoord[6]).rgb * 0.171834 +
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texSample2D(g_Texture0, v_TexCoord[7]).rgb * 0.156756 +
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texSample2D(g_Texture0, v_TexCoord[8]).rgb * 0.119007 +
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texSample2D(g_Texture0, v_TexCoord[9]).rgb * 0.075189 +
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texSample2D(g_Texture0, v_TexCoord[10]).rgb * 0.039533 +
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texSample2D(g_Texture0, v_TexCoord[11]).rgb * 0.017298 +
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texSample2D(g_Texture0, v_TexCoord[12]).rgb * 0.006299;
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gl_FragColor = vec4(albedo, 1.0);
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}
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