overte/interface/resources/shaders/vertical_blur.frag

24 lines
972 B
GLSL

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