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26 lines
530 B
GLSL
26 lines
530 B
GLSL
#version 300 es
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precision mediump float;
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in vec2 fragCoord;
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out vec4 fragColor;
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uniform sampler2D texture;
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uniform vec3 uConfig;
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void main()
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{
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float pixelSize = uConfig.x;
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float vOffset = uConfig.y;
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float hOffset = uConfig.z;
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vec2 inRes = vec2(textureSize(texture, 0));
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ivec2 point = ivec2(
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(floor((fragCoord * inRes) / pixelSize) * pixelSize) +
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pixelSize / 2.0f
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);
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point.x += int(pixelSize * hOffset);
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point.y += int(pixelSize * vOffset);
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fragColor = texelFetch(texture, point, 0);
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}
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