22 lines
1.3 KiB
Plaintext
22 lines
1.3 KiB
Plaintext
shader_type canvas_item;
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void fragment() {
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vec4 col = texture(TEXTURE, UV) * 0.16;
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col += texture(TEXTURE, UV + vec2(TEXTURE_PIXEL_SIZE.x, 0.0)) * 0.075;
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col += texture(TEXTURE, UV + vec2(-TEXTURE_PIXEL_SIZE.x, 0.0)) * 0.075;
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col += texture(TEXTURE, UV + vec2(2.0 * TEXTURE_PIXEL_SIZE.x, 0.0)) * 0.06;
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col += texture(TEXTURE, UV + vec2(2.0 * -TEXTURE_PIXEL_SIZE.x, 0.0)) * 0.06;
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col += texture(TEXTURE, UV + vec2(3.0 * TEXTURE_PIXEL_SIZE.x, 0.0)) * 0.045;
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col += texture(TEXTURE, UV + vec2(3.0 * -TEXTURE_PIXEL_SIZE.x, 0.0)) * 0.045;
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col += texture(TEXTURE, UV + vec2(4.0 * TEXTURE_PIXEL_SIZE.x, 0.0)) * 0.025;
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col += texture(TEXTURE, UV + vec2(4.0 * -TEXTURE_PIXEL_SIZE.x, 0.0)) * 0.025;
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col += texture(TEXTURE, UV + vec2(0.0, TEXTURE_PIXEL_SIZE.y)) * 0.075;
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col += texture(TEXTURE, UV + vec2(0.0, -TEXTURE_PIXEL_SIZE.y)) * 0.075;
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col += texture(TEXTURE, UV + vec2(0.0, 2.0 * TEXTURE_PIXEL_SIZE.y)) * 0.06;
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col += texture(TEXTURE, UV + vec2(0.0, 2.0 * -TEXTURE_PIXEL_SIZE.y)) * 0.06;
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col += texture(TEXTURE, UV + vec2(0.0, 3.0 * TEXTURE_PIXEL_SIZE.y)) * 0.045;
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col += texture(TEXTURE, UV + vec2(0.0, 3.0 * -TEXTURE_PIXEL_SIZE.y)) * 0.045;
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col += texture(TEXTURE, UV + vec2(0.0, 4.0 * TEXTURE_PIXEL_SIZE.y)) * 0.025;
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col += texture(TEXTURE, UV + vec2(0.0, 4.0 * -TEXTURE_PIXEL_SIZE.y)) * 0.025;
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COLOR = col;
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} |