overte/interface/resources/shaders/horizontal_blur.frag

24 lines
961 B
GLSL

#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;
}