fteqw/engine/shaders/glsl/bloom_blur.glsl

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//apply gaussian filter
varying vec2 tc;
#ifdef VERTEX_SHADER
attribute vec2 v_texcoord;
void main ()
{
tc = v_texcoord;
gl_Position = ftetransform();
}
#endif
#ifdef FRAGMENT_SHADER
/*offset should be 1.2 pixels away from the center*/
uniform vec3 e_glowmod;
uniform sampler2D s_t0;
void main ()
{
gl_FragColor =
0.3125 * texture2D(s_t0, tc - e_glowmod.st) +
0.375 * texture2D(s_t0, tc) +
0.3125 * texture2D(s_t0, tc + e_glowmod.st);
}
#endif