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$input v_texcoord0
/*
* Copyright 2018 Eric Arnebäck. All rights reserved.
* License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE
*/
#include "../common/common.sh"
SAMPLER2D(s_tex, 0);
uniform vec4 u_pixelSize;
uniform vec4 u_intensity;
void main()
{
vec2 halfpixel = u_pixelSize.xy;
vec2 uv = v_texcoord0.xy;
vec4 sum = vec4_splat(0.0);
sum += (2.0 / 16.0) * texture2D(s_tex, uv + vec2(-halfpixel.x, 0.0) );
sum += (2.0 / 16.0) * texture2D(s_tex, uv + vec2( 0.0, halfpixel.y) );
sum += (2.0 / 16.0) * texture2D(s_tex, uv + vec2( halfpixel.x, 0.0) );
sum += (2.0 / 16.0) * texture2D(s_tex, uv + vec2( 0.0, -halfpixel.y) );
sum += (1.0 / 16.0) * texture2D(s_tex, uv + vec2(-halfpixel.x, -halfpixel.y) );
sum += (1.0 / 16.0) * texture2D(s_tex, uv + vec2(-halfpixel.x, halfpixel.y) );
sum += (1.0 / 16.0) * texture2D(s_tex, uv + vec2( halfpixel.x, -halfpixel.y) );
sum += (1.0 / 16.0) * texture2D(s_tex, uv + vec2( halfpixel.x, halfpixel.y) );
sum += (4.0 / 16.0) * texture2D(s_tex, uv);
gl_FragColor = u_intensity.x * sum;
}
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