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