/** * @file blurV.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * $/LicenseInfo$ */ attribute vec3 position; attribute vec2 texcoord0; uniform vec2 texelSize; uniform vec2 blurDirection; uniform float blurWidth; void main(void) { // Transform vertex gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); vec2 blurDelta = texelSize * blurDirection * vec2(blurWidth, blurWidth); vec2 s = vec4(texcoord0,0,1).st - (blurDelta * 3.0); // for (int i = 0; i < 7; i++) { // gl_TexCoord[i].st = s + (i * blurDelta); // } // MANUALLY UNROLL gl_TexCoord[0].st = s; gl_TexCoord[1].st = s + blurDelta; gl_TexCoord[2].st = s + (2. * blurDelta); gl_TexCoord[3].st = s + (3. * blurDelta); gl_TexCoord[4].st = s + (4. * blurDelta); gl_TexCoord[5].st = s + (5. * blurDelta); gl_TexCoord[6].st = s + (6. * blurDelta); // gl_TexCoord[0].st = s; // gl_TexCoord[1].st = blurDelta; }