/** * @file blurf.glsl * * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. * $License$ */ uniform sampler2DRect RenderTexture; uniform float bloomStrength; varying vec4 gl_TexCoord[gl_MaxTextureCoords]; float blurWeights[4] = float[4](.05,.1,.2,.3); void main(void) { vec3 color = blurWeights[0] * texture2DRect(RenderTexture, gl_TexCoord[0].st).rgb; color+= blurWeights[1] * texture2DRect(RenderTexture, gl_TexCoord[1].st).rgb; color+= blurWeights[2] * texture2DRect(RenderTexture, gl_TexCoord[2].st).rgb; color+= blurWeights[3] * texture2DRect(RenderTexture, gl_TexCoord[3].st).rgb; color+= blurWeights[2] * texture2DRect(RenderTexture, gl_TexCoord[4].st).rgb; color+= blurWeights[1] * texture2DRect(RenderTexture, gl_TexCoord[5].st).rgb; color+= blurWeights[0] * texture2DRect(RenderTexture, gl_TexCoord[6].st).rgb; color *= bloomStrength; gl_FragColor = vec4(color, 1.0); }