/** * @file blurf.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * $/LicenseInfo$ */ #version 120 uniform sampler2DRect RenderTexture; uniform float bloomStrength; varying vec4 gl_TexCoord[gl_MaxTextureCoords]; void main(void) { float blurWeights[7]; blurWeights[0] = 0.05; blurWeights[1] = 0.1; blurWeights[2] = 0.2; blurWeights[3] = 0.3; blurWeights[4] = 0.2; blurWeights[5] = 0.1; blurWeights[6] = 0.05; vec3 color = vec3(0,0,0); for (int i = 0; i < 7; i++){ color += vec3(texture2DRect(RenderTexture, gl_TexCoord[i].st)) * blurWeights[i]; } color *= bloomStrength; gl_FragColor = vec4(color, 1.0); }