q3rally/engine/code/renderergl2/glsl/bokeh_fp.glsl
zturtleman e7405e98df ioquake3 resync to revision 3331 from 3306.
OpenGL2: Use an OpenGL 3.2 core context if available
OpenGL2: Remove GLSL_ValidateProgram()
OpenGL2: Don't do MSAA resolve/shadow mask/SSAO on shadow views
OpenGL2: "Fix" cg_shadows 4
Fix score bonus for defending the flag carrier in CTF
Restore not giving defense score bonus to flag carrier
Add score bonus for defending the flag carrier in 1 Flag CTF
Move CON_Init ahead of Com_Init to avoid Windows dedicated server crash
Make 'globalservers 0' fetch all masters
OpenGL2: Don't use initialized arrays in glsl shaders
Echo server say/tell/sayto message to console
Don't try to remove non-existant command 'shaderstate'
Update internal curl to 7.54.0
Silence g_util.c warning about set but not read variable
Remove unused imgFlag_t value IMGFLAG_SRGB
Make warmup in Team Deathmatch wait for players to join both teams
Remove CVAR_PROTECTED from cl_renderer
Fix/improve buffer overflow in MSG_ReadBits/MSG_WriteBits
Fix friction in AAS_ClientMovementPrediction
Fix floating point precision loss in renderer
Reject OpenGL contexts w/ software renderer when core context requested
2017-08-07 05:23:43 +00:00

84 lines
4.3 KiB
GLSL

uniform sampler2D u_TextureMap;
uniform vec4 u_Color;
uniform vec2 u_InvTexRes;
varying vec2 var_TexCoords;
void main()
{
vec4 color;
vec2 tc;
#if 0
float c[7];
c[0] = 1.0;
c[1] = 0.9659258263;
c[2] = 0.8660254038;
c[3] = 0.7071067812;
c[4] = 0.5;
c[5] = 0.2588190451;
c[6] = 0.0;
tc = var_TexCoords + u_InvTexRes * vec2( c[0], c[6]); color = texture2D(u_TextureMap, tc);
tc = var_TexCoords + u_InvTexRes * vec2( c[1], c[5]); color += texture2D(u_TextureMap, tc);
tc = var_TexCoords + u_InvTexRes * vec2( c[2], c[4]); color += texture2D(u_TextureMap, tc);
tc = var_TexCoords + u_InvTexRes * vec2( c[3], c[3]); color += texture2D(u_TextureMap, tc);
tc = var_TexCoords + u_InvTexRes * vec2( c[4], c[2]); color += texture2D(u_TextureMap, tc);
tc = var_TexCoords + u_InvTexRes * vec2( c[5], c[1]); color += texture2D(u_TextureMap, tc);
tc = var_TexCoords + u_InvTexRes * vec2( c[6], c[0]); color += texture2D(u_TextureMap, tc);
tc = var_TexCoords + u_InvTexRes * vec2( c[1], -c[5]); color += texture2D(u_TextureMap, tc);
tc = var_TexCoords + u_InvTexRes * vec2( c[2], -c[4]); color += texture2D(u_TextureMap, tc);
tc = var_TexCoords + u_InvTexRes * vec2( c[3], -c[3]); color += texture2D(u_TextureMap, tc);
tc = var_TexCoords + u_InvTexRes * vec2( c[4], -c[2]); color += texture2D(u_TextureMap, tc);
tc = var_TexCoords + u_InvTexRes * vec2( c[5], -c[1]); color += texture2D(u_TextureMap, tc);
tc = var_TexCoords + u_InvTexRes * vec2( c[6], -c[0]); color += texture2D(u_TextureMap, tc);
tc = var_TexCoords + u_InvTexRes * vec2( -c[0], c[6]); color += texture2D(u_TextureMap, tc);
tc = var_TexCoords + u_InvTexRes * vec2( -c[1], c[5]); color += texture2D(u_TextureMap, tc);
tc = var_TexCoords + u_InvTexRes * vec2( -c[2], c[4]); color += texture2D(u_TextureMap, tc);
tc = var_TexCoords + u_InvTexRes * vec2( -c[3], c[3]); color += texture2D(u_TextureMap, tc);
tc = var_TexCoords + u_InvTexRes * vec2( -c[4], c[2]); color += texture2D(u_TextureMap, tc);
tc = var_TexCoords + u_InvTexRes * vec2( -c[5], c[1]); color += texture2D(u_TextureMap, tc);
tc = var_TexCoords + u_InvTexRes * vec2( -c[1], -c[5]); color += texture2D(u_TextureMap, tc);
tc = var_TexCoords + u_InvTexRes * vec2( -c[2], -c[4]); color += texture2D(u_TextureMap, tc);
tc = var_TexCoords + u_InvTexRes * vec2( -c[3], -c[3]); color += texture2D(u_TextureMap, tc);
tc = var_TexCoords + u_InvTexRes * vec2( -c[4], -c[2]); color += texture2D(u_TextureMap, tc);
tc = var_TexCoords + u_InvTexRes * vec2( -c[5], -c[1]); color += texture2D(u_TextureMap, tc);
gl_FragColor = color * 0.04166667 * u_Color;
#endif
float c[5];
c[0] = 1.0;
c[1] = 0.9238795325;
c[2] = 0.7071067812;
c[3] = 0.3826834324;
c[4] = 0.0;
tc = var_TexCoords + u_InvTexRes * vec2( c[0], c[4]); color = texture2D(u_TextureMap, tc);
tc = var_TexCoords + u_InvTexRes * vec2( c[1], c[3]); color += texture2D(u_TextureMap, tc);
tc = var_TexCoords + u_InvTexRes * vec2( c[2], c[2]); color += texture2D(u_TextureMap, tc);
tc = var_TexCoords + u_InvTexRes * vec2( c[3], c[1]); color += texture2D(u_TextureMap, tc);
tc = var_TexCoords + u_InvTexRes * vec2( c[4], c[0]); color += texture2D(u_TextureMap, tc);
tc = var_TexCoords + u_InvTexRes * vec2( c[1], -c[3]); color += texture2D(u_TextureMap, tc);
tc = var_TexCoords + u_InvTexRes * vec2( c[2], -c[2]); color += texture2D(u_TextureMap, tc);
tc = var_TexCoords + u_InvTexRes * vec2( c[3], -c[1]); color += texture2D(u_TextureMap, tc);
tc = var_TexCoords + u_InvTexRes * vec2( c[4], -c[0]); color += texture2D(u_TextureMap, tc);
tc = var_TexCoords + u_InvTexRes * vec2( -c[0], c[4]); color += texture2D(u_TextureMap, tc);
tc = var_TexCoords + u_InvTexRes * vec2( -c[1], c[3]); color += texture2D(u_TextureMap, tc);
tc = var_TexCoords + u_InvTexRes * vec2( -c[2], c[2]); color += texture2D(u_TextureMap, tc);
tc = var_TexCoords + u_InvTexRes * vec2( -c[3], c[1]); color += texture2D(u_TextureMap, tc);
tc = var_TexCoords + u_InvTexRes * vec2( -c[1], -c[3]); color += texture2D(u_TextureMap, tc);
tc = var_TexCoords + u_InvTexRes * vec2( -c[2], -c[2]); color += texture2D(u_TextureMap, tc);
tc = var_TexCoords + u_InvTexRes * vec2( -c[3], -c[1]); color += texture2D(u_TextureMap, tc);
gl_FragColor = color * 0.0625 * u_Color;
}