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28 lines
1.1 KiB
GLSL
28 lines
1.1 KiB
GLSL
#version 120
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//
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// diffuse.frag
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// fragment shader
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//
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// Created by Andrzej Kapolka on 8/14/13.
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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 original color
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uniform sampler2D originalTexture;
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// the texture containing the diffused color
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uniform sampler2D diffusedTexture;
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void main(void) {
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float ds = dFdx(gl_TexCoord[0].s);
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float dt = dFdy(gl_TexCoord[0].t);
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gl_FragColor = (texture2D(diffusedTexture, gl_TexCoord[0].st + vec2(-ds, -dt)) +
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texture2D(diffusedTexture, gl_TexCoord[0].st + vec2(0.0, -dt)) +
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texture2D(diffusedTexture, gl_TexCoord[0].st + vec2(ds, -dt)) +
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texture2D(diffusedTexture, gl_TexCoord[0].st + vec2(ds, 0.0)) +
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texture2D(diffusedTexture, gl_TexCoord[0].st + vec2(ds, dt)) +
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texture2D(diffusedTexture, gl_TexCoord[0].st + vec2(0.0, dt)) +
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texture2D(diffusedTexture, gl_TexCoord[0].st + vec2(-ds, dt)) +
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texture2D(diffusedTexture, gl_TexCoord[0].st + vec2(-ds, 0.0))) / 8.5 + texture2D(originalTexture, gl_TexCoord[0].st) * 0.1;
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}
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