#version 450 core in vec2 vTexPos; out vec4 fColor; uniform vec2 winSize; uniform sampler2D screenTexture; const float hOff = 2.0 / 600; const float vOff = 2.0 / 600; const float frac = 1.0 / 9; const vec2 off[9] = vec2[] ( vec2( vOff,hOff ) , vec2( vOff,0.0 ) , vec2( vOff,-hOff ) , vec2( 0.0,hOff ) , vec2( 0.0,0.0 ) , vec2( 0.0,-hOff ) , vec2( -vOff,hOff ) , vec2( -vOff,0.0 ) , vec2( -vOff,-hOff ) ); const vec2 fiveOff[5] = vec2[] ( vec2( vOff,0.0 ) , vec2( 0.0,hOff ) , vec2( 0.0,0.0 ) , vec2( 0.0,-hOff ) , vec2( -vOff,0.0 ) ); vec4 combinef (vec4 ac, vec4 bc) //{ return vec4 (max(ac.x,bc.x),max(ac.y,bc.y),max(ac.z,bc.z),ac.w + bc.w - // ac.w*bc.w); //{ return vec4 (max(ac.x,bc.x),max(ac.y,bc.y),max(ac.z,bc.z),ac.w + bc.w); { return vec4 (ac.rgb + bc.rgb * bc.a , ac.a + bc.a ); } void main() { vec4 sampleTex[9]; for(int i=0; i<9; i++) { sampleTex[i] = vec4(texture(screenTexture, vTexPos + off[i])); } vec4 col = vec4(0,0,0,0); for (int i = 0; i < 9; i++) col = combinef(col,sampleTex[i]); //col += sampleTex[i] * frac; float alph = 0.0; for (int i = 0; i < 9; i++) alph += sampleTex[i].a; alph = min(sampleTex[4].a, alph/9.0); // //fColor = col; fColor = vec4(col.rgb/col.a,alph); //if (col.a == 0.0) //{ fColor = vec4(0,0,0,0); } //else //{ fColor = vec4( col.r/col.a , col.g/col.a , col.b/col.a, col.a/9.0); } }