2018-11-27 16:48:19 +00:00
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!!samps 1
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2012-01-17 07:57:46 +00:00
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//apply gaussian filter
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varying vec2 tc;
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#ifdef VERTEX_SHADER
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attribute vec2 v_texcoord;
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void main ()
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{
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tc = v_texcoord;
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gl_Position = ftetransform();
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}
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#endif
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#ifdef FRAGMENT_SHADER
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/*offset should be 1.2 pixels away from the center*/
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uniform vec3 e_glowmod;
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void main ()
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{
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gl_FragColor =
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0.3125 * texture2D(s_t0, tc - e_glowmod.st) +
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0.375 * texture2D(s_t0, tc) +
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0.3125 * texture2D(s_t0, tc + e_glowmod.st);
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}
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2018-11-27 16:48:19 +00:00
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#endif
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