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/**
* @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);
}
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