Fixing for OS X
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@@ -4,28 +4,28 @@
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uniform sampler2DRect RenderTexture;
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uniform sampler2DRect RenderTexture;
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uniform int horizontalPass;
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uniform int horizontalPass;
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uniform float offset[2] = float[2]( 1.3846153846, 3.2307692308 );
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vec2 offset = vec2( 1.3846153846, 3.2307692308 );
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uniform float weight[3] = float[3]( 0.2270270270, 0.3162162162, 0.0702702703 );
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vec3 weight = vec3( 0.2270270270, 0.3162162162, 0.0702702703 );
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void main(void)
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void main(void)
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{
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{
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vec4 color = texture2DRect(RenderTexture, gl_TexCoord[0].st)*weight[0];
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vec4 color = texture2DRect(RenderTexture, gl_TexCoord[0].st)*weight.x;
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if(horizontalPass == 1)
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if(horizontalPass == 1)
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{
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{
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color += weight[1] * texture2DRect(RenderTexture, vec2(gl_TexCoord[0].x+offset[0],gl_TexCoord[0].y));
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color += weight.y * texture2DRect(RenderTexture, vec2(gl_TexCoord[0].x+offset.x,gl_TexCoord[0].y));
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color += weight[1] * texture2DRect(RenderTexture, vec2(gl_TexCoord[0].x-offset[0],gl_TexCoord[0].y));
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color += weight.y * texture2DRect(RenderTexture, vec2(gl_TexCoord[0].x-offset.x,gl_TexCoord[0].y));
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color += weight[2] * texture2DRect(RenderTexture, vec2(gl_TexCoord[0].x+offset[1],gl_TexCoord[0].y));
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color += weight.z * texture2DRect(RenderTexture, vec2(gl_TexCoord[0].x+offset.y,gl_TexCoord[0].y));
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color += weight[2] * texture2DRect(RenderTexture, vec2(gl_TexCoord[0].x-offset[1],gl_TexCoord[0].y));
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color += weight.z * texture2DRect(RenderTexture, vec2(gl_TexCoord[0].x-offset.y,gl_TexCoord[0].y));
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}
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}
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else
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else
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{
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{
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color += weight[1] * texture2DRect(RenderTexture, vec2(gl_TexCoord[0].x,gl_TexCoord[0].y+offset[0]));
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color += weight.y * texture2DRect(RenderTexture, vec2(gl_TexCoord[0].x,gl_TexCoord[0].y+offset.x));
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color += weight[1] * texture2DRect(RenderTexture, vec2(gl_TexCoord[0].x,gl_TexCoord[0].y-offset[0]));
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color += weight.y * texture2DRect(RenderTexture, vec2(gl_TexCoord[0].x,gl_TexCoord[0].y-offset.x));
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color += weight[2] * texture2DRect(RenderTexture, vec2(gl_TexCoord[0].x,gl_TexCoord[0].y+offset[1]));
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color += weight.z * texture2DRect(RenderTexture, vec2(gl_TexCoord[0].x,gl_TexCoord[0].y+offset.y));
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color += weight[2] * texture2DRect(RenderTexture, vec2(gl_TexCoord[0].x,gl_TexCoord[0].y-offset[1]));
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color += weight.z * texture2DRect(RenderTexture, vec2(gl_TexCoord[0].x,gl_TexCoord[0].y-offset.y));
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}
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}
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gl_FragColor = color;
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gl_FragColor = color;
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}
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}
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