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May 4th, 2020
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  1. uniform sampler2D texture;
  2. uniform vec4 shadow;
  3. uniform vec2 resolution;
  4. uniform float samples;
  5.  
  6. #pragma optimize (off)
  7.  
  8. void main()
  9. {
  10. //calculating offset
  11. vec2 xoff = vec2(samples/resolution.x,0.0);
  12. vec2 yoff = vec2(0.0,samples/resolution.y);
  13. vec4 color = texture2D(texture, gl_TexCoord[0].xy);
  14.  
  15. //need invert y axis
  16. //gl_TexCoord[0].y = 1.0-gl_TexCoord[0].y;
  17. vec4 pixel = texture2D(texture, gl_TexCoord[0].xy)*4.0 +
  18. texture2D(texture, gl_TexCoord[0].xy + xoff.x)*2.0 +
  19. texture2D(texture, gl_TexCoord[0].xy - xoff.x)*2.0 +
  20. texture2D(texture, gl_TexCoord[0].xy + xoff.x - yoff.y)*1.0+
  21. texture2D(texture, gl_TexCoord[0].xy + yoff.y)*2.0+
  22. texture2D(texture, gl_TexCoord[0].xy - yoff.y)*2.0+
  23. texture2D(texture, gl_TexCoord[0].xy + yoff.y -xoff.x)*1.0+
  24. texture2D(texture, gl_TexCoord[0].xy + xoff.x + yoff.y)*1.0+
  25. texture2D(texture, gl_TexCoord[0].xy - xoff.x - yoff.y)*1.0;
  26. pixel.w=pixel.w/16.0;
  27.  
  28.  
  29. gl_FragColor = vec4(shadow.xyz,pixel.w);
  30. }
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