minecraft-assets/assets/minecraft/shaders/program/deconverge.fsh

29 lines
934 B
GLSL

#version 120
uniform sampler2D DiffuseSampler;
varying vec2 texCoord;
varying vec2 oneTexel;
uniform vec2 InSize;
uniform vec3 ConvergeX = vec3(-1.0, 0.0, 0.5);
uniform vec3 ConvergeY = vec3( 0.0, -1.0, 0.5);
uniform vec3 RadialConvergeX = vec3(1.0, 1.0, 1.0);
uniform vec3 RadialConvergeY = vec3(1.0, 1.0, 1.0);
void main() {
vec3 CoordX = texCoord.x * RadialConvergeX;
vec3 CoordY = texCoord.y * RadialConvergeY;
CoordX += ConvergeX * oneTexel.x - (RadialConvergeX - 1.0) * 0.5;
CoordY += ConvergeY * oneTexel.y - (RadialConvergeY - 1.0) * 0.5;
float RedValue = texture2D(DiffuseSampler, vec2(CoordX.x, CoordY.x)).r;
float GreenValue = texture2D(DiffuseSampler, vec2(CoordX.y, CoordY.y)).g;
float BlueValue = texture2D(DiffuseSampler, vec2(CoordX.z, CoordY.z)).b;
float AlphaValue = texture2D(DiffuseSampler, texCoord).a;
gl_FragColor = vec4(RedValue, GreenValue, BlueValue, 1.0);
}