#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 ) ); vec4 combinef (vec4 ac, vec4 bc) //{ return vec4 (max(ac.x,bc.x),max(ac.y,bc.y),max(ac.z,bc.z),max(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*frac); } 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; fColor = col; }