mirror of
https://github.com/libretro/RetroArch
synced 2025-01-04 02:50:05 +00:00
56 lines
1.1 KiB
Plaintext
56 lines
1.1 KiB
Plaintext
/* Default Vertex shader */
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void main_vertex
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(
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float4 position : POSITION,
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float4 color : COLOR,
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float2 texCoord : TEXCOORD0,
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uniform float4x4 modelViewProj,
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out float4 oPosition : POSITION,
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out float4 oColor : COLOR,
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out float2 otexCoord : TEXCOORD
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)
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{
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oPosition = mul(modelViewProj, position);
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oColor = color;
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otexCoord = texCoord;
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}
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const float2 samples[12]
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= {
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-0.326212, -0.405805,
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-0.840144, -0.073580,
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-0.695914, 0.457137,
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-0.203345, 0.620716,
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0.962340, -0.194983,
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0.473434, -0.480026,
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0.519456, 0.767022,
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0.185461, -0.893124,
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0.507431, 0.064425,
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0.896420, 0.412458,
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-0.321940, -0.932615,
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-0.791559, -0.597705
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};
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struct output
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{
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float4 col : COLOR;
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};
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output main_fragment(in float2 Tex : TEXCOORD0, uniform sampler2D s0 : TEXUNIT0 )
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{
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float4 color = tex2D( s0, Tex.xy);
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float BlurFactor = 0.0025; //set between 0.001 and 0.05
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for (int i = 0; i < 12; i++)
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{
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color += tex2D(s0, Tex + BlurFactor * samples[i]);
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}
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output OUT;
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OUT.col = color / 13;
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return OUT;
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}
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