/** * @file glowF.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * $/LicenseInfo$ */ uniform sampler2D diffuseMap; uniform float glowStrength; void main() { vec4 col = vec4(0.0, 0.0, 0.0, 0.0); // ATI compiler falls down on array initialization. float kern[8]; kern[0] = 0.25; kern[1] = 0.5; kern[2] = 0.8; kern[3] = 1.0; kern[4] = 1.0; kern[5] = 0.8; kern[6] = 0.5; kern[7] = 0.25; col += kern[0] * texture2D(diffuseMap, gl_TexCoord[0].xy); col += kern[1] * texture2D(diffuseMap, gl_TexCoord[1].xy); col += kern[2] * texture2D(diffuseMap, gl_TexCoord[2].xy); col += kern[3] * texture2D(diffuseMap, gl_TexCoord[3].xy); col += kern[4] * texture2D(diffuseMap, gl_TexCoord[0].zw); col += kern[5] * texture2D(diffuseMap, gl_TexCoord[1].zw); col += kern[6] * texture2D(diffuseMap, gl_TexCoord[2].zw); col += kern[7] * texture2D(diffuseMap, gl_TexCoord[3].zw); gl_FragColor = vec4(col.rgb * glowStrength, col.a); }