62 lines
1.1 KiB
GLSL
62 lines
1.1 KiB
GLSL
uniform sampler2D tex;
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uniform vec2 pixel;
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#if __VERSION__ >= 130
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in vec2 uv;
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out vec4 FragColor;
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#else
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varying vec2 uv;
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#define FragColor gl_FragColor
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#endif
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// Separated penumbra, vertical
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void main()
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{
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float sum = 0.0;
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vec4 tmp;
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float X = uv.x;
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float Y = uv.y;
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float width = 0.0;
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float zsum = 0.00001;
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tmp = texture(tex, vec2(X, Y - 5.13333 * pixel.y));
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sum += tmp.x * 0.00640869;
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zsum += tmp.z;
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width += tmp.y;
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tmp = texture(tex, vec2(X, Y - 3.26667 * pixel.y));
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sum += tmp.x * 0.083313;
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zsum += tmp.z;
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width += tmp.y;
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tmp = texture(tex, vec2(X, Y - 1.4 * pixel.y));
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sum += tmp.x * 0.305481;
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zsum += tmp.z;
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width += tmp.y;
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tmp = texture(tex, vec2(X, Y));
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sum += tmp.x * 0.209473;
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zsum += tmp.z;
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width += tmp.y;
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tmp = texture(tex, vec2(X, Y + 1.4 * pixel.y));
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sum += tmp.x * 0.305481;
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zsum += tmp.z;
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width += tmp.y;
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tmp = texture(tex, vec2(X, Y + 3.26667 * pixel.y));
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sum += tmp.x * 0.083313;
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zsum += tmp.z;
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width += tmp.y;
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tmp = texture(tex, vec2(X, Y + 5.13333 * pixel.y));
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sum += tmp.x * 0.00640869;
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zsum += tmp.z;
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width += tmp.y;
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float hasz = step(0.7, zsum);
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FragColor = vec4(sum, (width / zsum) * hasz, hasz, 1.0);
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}
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