mirror of
https://github.com/lubosz/overte.git
synced 2025-04-07 03:02:21 +02:00
30 lines
995 B
GLSL
30 lines
995 B
GLSL
#version 120
|
|
|
|
//
|
|
// diffuse.frag
|
|
// fragment shader
|
|
//
|
|
// Created by Andrzej Kapolka on 8/14/13.
|
|
// Copyright 2013 High Fidelity, Inc.
|
|
//
|
|
// Distributed under the Apache License, Version 2.0.
|
|
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
|
//
|
|
|
|
// the texture containing the original color
|
|
uniform sampler2D originalTexture;
|
|
|
|
// the texture containing the diffused color
|
|
uniform sampler2D diffusedTexture;
|
|
|
|
// the scale of diffusion
|
|
uniform vec2 diffusionScale;
|
|
|
|
void main(void) {
|
|
vec2 minExtents = gl_TexCoord[0].st + diffusionScale * vec2(-1.5, -1.5);
|
|
vec2 maxExtents = gl_TexCoord[0].st + diffusionScale * vec2(1.5, 1.5);
|
|
gl_FragColor = (texture2D(diffusedTexture, minExtents) +
|
|
texture2D(diffusedTexture, vec2(maxExtents.s, minExtents.t)) +
|
|
texture2D(diffusedTexture, vec2(minExtents.s, maxExtents.t)) +
|
|
texture2D(diffusedTexture, maxExtents)) * 0.235 + texture2D(originalTexture, gl_TexCoord[0].st) * 0.1;
|
|
}
|