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/**
* @file blurV.glsl
*
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
uniform vec2 texelSize;
uniform vec2 blurDirection;
uniform float blurWidth;
void main(void)
{
// Transform vertex
gl_Position = ftransform();
vec2 blurDelta = texelSize * blurDirection * vec2(blurWidth, blurWidth);
vec2 s = gl_MultiTexCoord0.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;
}
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