28 lines
433 B
GLSL
28 lines
433 B
GLSL
uniform sampler2D tex;
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uniform sampler2D oldtex;
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uniform vec2 pixel;
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uniform vec2 multi;
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uniform int size;
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out vec4 FragColor;
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void main()
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{
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float res = 0.0;
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vec2 tc = gl_TexCoord[0].xy;
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// tc.y = 1.0 - tc.y;
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tc *= multi;
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for (int i = 0; i < size; i++)
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{
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float col = texture(tex, tc).x;
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res = max(col, res);
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tc += pixel;
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}
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float old = texture(oldtex, gl_TexCoord[0].xy).x;
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FragColor = vec4(mix(old, res, 0.7));
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}
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