overte/interface/resources/shaders/vertical_blur_add.frag
2014-04-09 09:59:05 -07:00

31 lines
1.4 KiB
GLSL

#version 120
//
// vertical_blur_add.frag
// fragment shader
//
// Created by Andrzej Kapolka on 8/8/13.
// 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 original color
uniform sampler2D originalTexture;
// the texture containing the horizontally blurred color
uniform sampler2D horizontallyBlurredTexture;
void main(void) {
float dt = dFdy(gl_TexCoord[0].t);
vec4 blurred = (texture2D(horizontallyBlurredTexture, gl_TexCoord[0].st + vec2(0.0, dt * -7.5)) +
texture2D(horizontallyBlurredTexture, gl_TexCoord[0].st + vec2(0.0, dt * -5.5)) +
texture2D(horizontallyBlurredTexture, gl_TexCoord[0].st + vec2(0.0, dt * -3.5)) +
texture2D(horizontallyBlurredTexture, gl_TexCoord[0].st + vec2(0.0, dt * -1.5)) +
texture2D(horizontallyBlurredTexture, gl_TexCoord[0].st + vec2(0.0, dt * 1.5)) +
texture2D(horizontallyBlurredTexture, gl_TexCoord[0].st + vec2(0.0, dt * 3.5)) +
texture2D(horizontallyBlurredTexture, gl_TexCoord[0].st + vec2(0.0, dt * 5.5)) +
texture2D(horizontallyBlurredTexture, gl_TexCoord[0].st + vec2(0.0, dt * 7.5))) / 8.0;
gl_FragColor = blurred * blurred.a + texture2D(originalTexture, gl_TexCoord[0].st) * (1.0 + blurred.a * 0.5);
}