#version 120 // // horizontal_blur.frag // fragment shader // // Created by Andrzej Kapolka on 8/8/13. // Copyright (c) 2013 High Fidelity, Inc. All rights reserved. // // the texture containing the original color uniform sampler2D originalTexture; void main(void) { float ds = dFdx(gl_TexCoord[0].s); gl_FragColor = (texture2D(originalTexture, gl_TexCoord[0].st + vec2(ds * -7.5, 0.0)) + texture2D(originalTexture, gl_TexCoord[0].st + vec2(ds * -5.5, 0.0)) + texture2D(originalTexture, gl_TexCoord[0].st + vec2(ds * -3.5, 0.0)) + texture2D(originalTexture, gl_TexCoord[0].st + vec2(ds * -1.5, 0.0)) + texture2D(originalTexture, gl_TexCoord[0].st + vec2(ds * 1.5, 0.0)) + texture2D(originalTexture, gl_TexCoord[0].st + vec2(ds * 3.5, 0.0)) + texture2D(originalTexture, gl_TexCoord[0].st + vec2(ds * 5.5, 0.0)) + texture2D(originalTexture, gl_TexCoord[0].st + vec2(ds * 7.5, 0.0))) / 8.0; }