HostShader: fix Gaussian filter.
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@ -63,8 +63,8 @@ void main() {
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// TODO(Blinkhawk): This code can be optimized through shader group instructions.
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// TODO(Blinkhawk): This code can be optimized through shader group instructions.
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vec3 horizontal = blurHorizontal(color_texture, frag_tex_coord, tex_offset).rgb;
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vec3 horizontal = blurHorizontal(color_texture, frag_tex_coord, tex_offset).rgb;
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vec3 vertical = blurVertical(color_texture, frag_tex_coord, tex_offset).rgb;
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vec3 vertical = blurVertical(color_texture, frag_tex_coord, tex_offset).rgb;
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vec3 diagonalA = blurVertical(color_texture, frag_tex_coord, tex_offset).rgb;
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vec3 diagonalA = blurDiagonal(color_texture, frag_tex_coord, tex_offset).rgb;
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vec3 diagonalB = blurVertical(color_texture, frag_tex_coord, tex_offset * vec2(1.0, -1.0)).rgb;
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vec3 diagonalB = blurDiagonal(color_texture, frag_tex_coord, tex_offset * vec2(1.0, -1.0)).rgb;
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vec3 combination = mix(mix(horizontal, vertical, 0.5f), mix(diagonalA, diagonalB, 0.5f), 0.5f);
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vec3 combination = mix(mix(horizontal, vertical, 0.5f), mix(diagonalA, diagonalB, 0.5f), 0.5f);
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color = vec4(combination + base, 1.0f);
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color = vec4(combination + base, 1.0f);
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}
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}
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