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https://github.com/AleziaKurdis/overte.git
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32 lines
1.5 KiB
GLSL
32 lines
1.5 KiB
GLSL
#version 120
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//
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// horizontal_blur.frag
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// fragment shader
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//
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// Created by Andrzej Kapolka on 8/8/13.
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// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
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//
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// the texture containing the color to blur
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uniform sampler2D colorTexture;
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void main(void) {
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float ds = dFdx(gl_TexCoord[0].s);
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gl_FragColor = (texture2D(colorTexture, gl_TexCoord[0].st + vec2(ds * -15.5, 0.0)) +
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texture2D(colorTexture, gl_TexCoord[0].st + vec2(ds * -13.5, 0.0)) +
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texture2D(colorTexture, gl_TexCoord[0].st + vec2(ds * -11.5, 0.0)) +
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texture2D(colorTexture, gl_TexCoord[0].st + vec2(ds * -9.5, 0.0)) +
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texture2D(colorTexture, gl_TexCoord[0].st + vec2(ds * -7.5, 0.0)) +
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texture2D(colorTexture, gl_TexCoord[0].st + vec2(ds * -5.5, 0.0)) +
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texture2D(colorTexture, gl_TexCoord[0].st + vec2(ds * -3.5, 0.0)) +
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texture2D(colorTexture, gl_TexCoord[0].st + vec2(ds * -1.5, 0.0)) +
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texture2D(colorTexture, gl_TexCoord[0].st + vec2(ds * 1.5, 0.0)) +
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texture2D(colorTexture, gl_TexCoord[0].st + vec2(ds * 3.5, 0.0)) +
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texture2D(colorTexture, gl_TexCoord[0].st + vec2(ds * 5.5, 0.0)) +
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texture2D(colorTexture, gl_TexCoord[0].st + vec2(ds * 7.5, 0.0)) +
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texture2D(colorTexture, gl_TexCoord[0].st + vec2(ds * 9.5, 0.0)) +
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texture2D(colorTexture, gl_TexCoord[0].st + vec2(ds * 11.5, 0.0)) +
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texture2D(colorTexture, gl_TexCoord[0].st + vec2(ds * 13.5, 0.0)) +
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texture2D(colorTexture, gl_TexCoord[0].st + vec2(ds * 15.5, 0.0))) / 16.0;
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}
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