mkxp/shader/blur.frag
Jonas Kulla a53163660f Shader: Refine preprocessing on GLES platform
Don't globally set float precision to mediump, only fragment
shaders need that and defining it for vertex shaders causes
tilemap cracks.

Also manually define low precision for variables that hold
color / alpha values.
2014-12-31 18:52:19 +01:00

16 lines
297 B
GLSL

uniform sampler2D texture;
varying vec2 v_texCoord;
varying vec2 v_blurCoord[2];
void main()
{
lowp vec4 frag = vec4(0, 0, 0, 0);
frag += texture2D(texture, v_texCoord);
frag += texture2D(texture, v_blurCoord[0]);
frag += texture2D(texture, v_blurCoord[1]);
gl_FragColor = frag / 3.0;
}