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SingularityViewer/indra/newview/app_settings/shaders/class1/effects/glowF.glsl

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862 B
GLSL

/**
* @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);
}