32 lines
631 B
GLSL
32 lines
631 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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void main(void)
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{
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float blurWeights[7];
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blurWeights[0] = 0.05;
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blurWeights[1] = 0.1;
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blurWeights[2] = 0.2;
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blurWeights[3] = 0.3;
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blurWeights[4] = 0.2;
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blurWeights[5] = 0.1;
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blurWeights[6] = 0.05;
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vec3 color = vec3(0,0,0);
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for (int i = 0; i < 7; i++){
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color += vec3(texture2DRect(RenderTexture, gl_TexCoord[i].st)) * blurWeights[i];
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}
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color *= bloomStrength;
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gl_FragColor = vec4(color, 1.0);
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}
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