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gaussxy.frag
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gaussxy.frag
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#version 100
precision mediump float;
varying vec4 v_pos;
uniform vec2 u_resolution;
uniform sampler2D u_f1;
#define N 5
void main() {
float kernel[N];
/*kernel[0] = 0.000229;
kernel[1] = 0.005977;
kernel[2] = 0.060598;
kernel[3] = 0.241732;
kernel[4] = 0.382928;
kernel[5] = 0.241732;
kernel[6] = 0.060598;
kernel[7] = 0.005977;
kernel[8] = 0.000229;*/
kernel[0] = 0.06136;
kernel[1] = 0.24477;
kernel[2] = 0.38774;
kernel[3] = 0.24477;
kernel[4] = 0.06136;
vec2 pixel = vec2(4.)/u_resolution.xy;
vec2 pos = v_pos.xy * 0.5 + 0.5;
vec3 c = vec3(0.);
for (int i=-((N-1)/2); i < ((N-1)/2); i++) {
c += texture2D(u_f1, vec2(pos.x + pixel.x*float(i), pos.y)).rgb
* kernel[i+((N-1)/2)];
}
for (int i=-((N-1)/2); i < ((N-1)/2); i++) {
c += texture2D(u_f1, vec2(pos.x, pos.y + pixel.y*float(i))).rgb
* kernel[i+((N-1)/2)];
}
gl_FragColor = vec4(c, 1.);
}