#version 120 // // diffuse.frag // fragment shader // // Created by Andrzej Kapolka on 8/14/13. // Copyright (c) 2013 High Fidelity, Inc. All rights reserved. // // 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; }