Files
Shyotl a579663eb9 Added Gaussian blur post-process shader
Added ability to manually input values in post-process shader menu
2011-02-10 04:03:22 -06:00

28 lines
1.2 KiB
GLSL

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