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1 | |
2 precision highp float; | |
3 | |
4 uniform sampler2D GLGE_EMIT; | |
5 | |
6 varying vec2 texCoord; | |
7 | |
8 float blurSize=0.007; | |
9 | |
10 | |
11 void main(void){ | |
12 vec4 color=vec4(0.0,0.0,0.0,0.0); | |
13 color += texture2D(GLGE_EMIT, vec2(texCoord.x - 4.0*blurSize, texCoord.y
)) * 0.05; | |
14 color += texture2D(GLGE_EMIT, vec2(texCoord.x - 3.0*blurSize, texCoord.y
)) * 0.09; | |
15 color += texture2D(GLGE_EMIT, vec2(texCoord.x - 2.0*blurSize, texCoord.y
)) * 0.12; | |
16 color += texture2D(GLGE_EMIT, vec2(texCoord.x - blurSize, texCoord.y)) *
0.15; | |
17 color += texture2D(GLGE_EMIT, vec2(texCoord.x, texCoord.y)) * 0.16; | |
18 color += texture2D(GLGE_EMIT, vec2(texCoord.x + blurSize, texCoord.y)) *
0.15; | |
19 color += texture2D(GLGE_EMIT, vec2(texCoord.x + 2.0*blurSize, texCoord.y
)) * 0.12; | |
20 color += texture2D(GLGE_EMIT, vec2(texCoord.x + 3.0*blurSize, texCoord.y
)) * 0.09; | |
21 color += texture2D(GLGE_EMIT, vec2(texCoord.x + 4.0*blurSize, texCoord.y
)) * 0.05; | |
22 gl_FragColor = vec4(color.rgb,1.0); | |
23 } | |
24 | |
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