Created
October 15, 2015 08:02
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#version 150 | |
uniform sampler2DRect tex0; | |
uniform float blurAmnt = 1.0; | |
uniform float fvert = 1.0; | |
out vec4 outputColor; | |
in vec2 texCoordVarying; | |
void main() | |
{ | |
bool bvert = fvert > 0.0; | |
vec4 color; | |
float max = 20; | |
color = vec4(0,0,0,0); | |
for (float i = 1.0; i < max; i+= 1.0) { | |
color += i * texture(tex0, texCoordVarying + vec2(blurAmnt * (bvert ? -(max - i) : 0.0), blurAmnt * (!bvert ? -(max - i) : 0.0))); | |
} | |
// | |
// color += max * texture(tex0, texCoordVarying + vec2(bvert ? blurAmnt : 0, !bvert ? blurAmnt : 0)); | |
for (float i = max - 1.0; i > 0; i-= 1.0) { | |
color += i * texture(tex0, texCoordVarying + vec2(blurAmnt * (bvert ? (max - i) : 0.0), blurAmnt * (!bvert ? (max - i) : 0.0))); | |
} | |
color /= max; | |
// | |
// color += max * texture(tex0, texCoordVarying + vec2(bvert ? blurAmnt : 0, !bvert ? blurAmnt : 0)); | |
// color += texture(tex0, texCoordVarying + vec2(blurAmnt, blurAmnt)); | |
outputColor = color; | |
} |
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#version 150 | |
// these are for the programmable pipeline system | |
uniform mat4 modelViewProjectionMatrix; | |
uniform mat4 textureMatrix; | |
in vec4 position; | |
in vec2 texcoord; | |
in vec4 normal; | |
in vec4 color; | |
out vec2 texCoordVarying; | |
void main() | |
{ | |
#ifdef INTEL_CARD | |
color = vec4(1.0); // for intel HD cards | |
normal = vec4(1.0); // for intel HD cards | |
#endif | |
texCoordVarying = texcoord; | |
gl_Position = modelViewProjectionMatrix * position; | |
} |
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