#version 120 // // vertical_blur.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 horizontally blurred color uniform sampler2D originalTexture; void main(void) { float dt = dFdy(gl_TexCoord[0].t); gl_FragColor = (texture2D(originalTexture, gl_TexCoord[0].st + vec2(0.0, dt * -7.5)) + texture2D(originalTexture, gl_TexCoord[0].st + vec2(0.0, dt * -5.5)) + texture2D(originalTexture, gl_TexCoord[0].st + vec2(0.0, dt * -3.5)) + texture2D(originalTexture, gl_TexCoord[0].st + vec2(0.0, dt * -1.5)) + texture2D(originalTexture, gl_TexCoord[0].st + vec2(0.0, dt * 1.5)) + texture2D(originalTexture, gl_TexCoord[0].st + vec2(0.0, dt * 3.5)) + texture2D(originalTexture, gl_TexCoord[0].st + vec2(0.0, dt * 5.5)) + texture2D(originalTexture, gl_TexCoord[0].st + vec2(0.0, dt * 7.5))) / 8.0; }