blob: 8ed490bcbcdf22b82ec2084797a96e0c76f84f0c [file] [log] [blame]
#version 100
precision mediump float;
uniform sampler2D uSampler0_Stage0;
uniform vec4 uproxyRect_Stage0;
uniform float uprofileSize_Stage0;
uniform float uRTHeight;
varying vec4 vColor;
void main() {
vec4 fragCoordYDown =
vec4(gl_FragCoord.x, uRTHeight - gl_FragCoord.y, 1.0, 1.0);
vec4 output_Stage0;
{
// Stage 0: RectBlur
vec4 src=vColor;
vec2 translatedPos = fragCoordYDown.xy - uproxyRect_Stage0.xy;
float width = uproxyRect_Stage0.z - uproxyRect_Stage0.x;
float height = uproxyRect_Stage0.w - uproxyRect_Stage0.y;
vec2 smallDims =
vec2(width - uprofileSize_Stage0, height-uprofileSize_Stage0);
float center = 2.0 * floor(uprofileSize_Stage0/2.0 + .25) - 1.0;
vec2 wh = smallDims - vec2(center,center);
float horiz_lookup;
{
float coord = (0.5 * (abs(2.0*translatedPos.x - width) - wh.x))/uprofileSize_Stage0;
horiz_lookup = texture2D(uSampler0_Stage0, vec2(coord,0.5)).aaaa.a;
}
float vert_lookup;
{
float coord = (0.5 * (abs(2.0*translatedPos.y - height) - wh.y))/uprofileSize_Stage0;
vert_lookup = texture2D(uSampler0_Stage0, vec2(coord,0.5)).aaaa.a;
}
float final = horiz_lookup * vert_lookup;
output_Stage0 = src * vec4(final);
}
gl_FragColor = output_Stage0;
}