kwin/lanczos-fragment.glsl

17 lines
427 B
GLSL

uniform sampler2D texUnit;
uniform vec2 offsets[16];
uniform vec4 kernel[16];
varying vec2 varyingTexCoords;
void main(void)
{
vec4 sum = texture2D(texUnit, varyingTexCoords.st) * kernel[0];
for (int i = 1; i < 16; i++) {
sum += texture2D(texUnit, varyingTexCoords.st - offsets[i]) * kernel[i];
sum += texture2D(texUnit, varyingTexCoords.st + offsets[i]) * kernel[i];
}
gl_FragColor = sum;
}