mirror of https://github.com/bsnes-emu/bsnes.git
34 lines
845 B
GLSL
34 lines
845 B
GLSL
#version 150
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#define INV_SQRT_2_PI 0.38 // Doesn't have to be accurate.
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#define HORIZ_GAUSS_WIDTH 0.5
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uniform sampler2D source[];
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uniform vec4 sourceSize[];
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in Vertex {
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vec2 vTexCoord;
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float data_pix_no;
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float data_one;
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};
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out vec4 FragColor;
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void main() {
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float texel = floor(data_pix_no);
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float phase = data_pix_no - texel;
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float base_phase = phase - 0.5;
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vec2 tex = vec2((texel + 0.5) * sourceSize[0].z, vTexCoord.y);
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vec3 col = vec3(0.0);
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for (int i = -2; i <= 2; i++)
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{
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float phase = base_phase - float(i);
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float g = INV_SQRT_2_PI * exp(-0.5 * phase * phase / (HORIZ_GAUSS_WIDTH * HORIZ_GAUSS_WIDTH)) / HORIZ_GAUSS_WIDTH;
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col += texture(source[0], tex + vec2(float(i) * data_one, 0.0)).rgb * g;
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}
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FragColor = vec4(col, 1.0);
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}
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