/** * @file glowF.glsl * * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. * $License$ */ #version 120 uniform sampler2D diffuseMap; uniform float glowStrength; float kern[4] = float[4](.25,.5,.8,1.0); //Initialize the correct (non nVidia cg) way void main() { vec4 col = vec4(0.0, 0.0, 0.0, 0.0); col += kern[0] * texture2D(diffuseMap, gl_TexCoord[0].xy); col += kern[1] * texture2D(diffuseMap, gl_TexCoord[1].xy); col += kern[2] * texture2D(diffuseMap, gl_TexCoord[2].xy); col += kern[3] * texture2D(diffuseMap, gl_TexCoord[3].xy); col += kern[3] * texture2D(diffuseMap, gl_TexCoord[0].zw); col += kern[2] * texture2D(diffuseMap, gl_TexCoord[1].zw); col += kern[1] * texture2D(diffuseMap, gl_TexCoord[2].zw); col += kern[0] * texture2D(diffuseMap, gl_TexCoord[3].zw); gl_FragColor = vec4(col.rgb * glowStrength, col.a); }