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/**
* @file blurf.glsl
*
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
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);
}
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