This fixes glow on OSX
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@@ -10,20 +10,20 @@
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uniform sampler2D diffuseMap;
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uniform float glowStrength;
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float kern[4] = float[4](.25,.5,.8,1.0); //Initialize the correct (non nVidia cg) way
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vec4 kern = vec4(.25,.5,.8,1.0);
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void main()
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{
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vec4 col = vec4(0.0, 0.0, 0.0, 0.0);
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col += kern[0] * texture2D(diffuseMap, gl_TexCoord[0].xy);
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col += kern[1] * texture2D(diffuseMap, gl_TexCoord[1].xy);
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col += kern[2] * texture2D(diffuseMap, gl_TexCoord[2].xy);
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col += kern[3] * texture2D(diffuseMap, gl_TexCoord[3].xy);
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col += kern[3] * texture2D(diffuseMap, gl_TexCoord[0].zw);
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col += kern[2] * texture2D(diffuseMap, gl_TexCoord[1].zw);
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col += kern[1] * texture2D(diffuseMap, gl_TexCoord[2].zw);
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col += kern[0] * texture2D(diffuseMap, gl_TexCoord[3].zw);
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col += kern.x * texture2D(diffuseMap, gl_TexCoord[0].xy);
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col += kern.y * texture2D(diffuseMap, gl_TexCoord[1].xy);
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col += kern.z * texture2D(diffuseMap, gl_TexCoord[2].xy);
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col += kern.w * texture2D(diffuseMap, gl_TexCoord[3].xy);
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col += kern.w * texture2D(diffuseMap, gl_TexCoord[0].zw);
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col += kern.z * texture2D(diffuseMap, gl_TexCoord[1].zw);
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col += kern.y * texture2D(diffuseMap, gl_TexCoord[2].zw);
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col += kern.x * texture2D(diffuseMap, gl_TexCoord[3].zw);
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gl_FragColor = vec4(col.rgb * glowStrength, col.a);
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}
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