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| (Empty) |
1 | |
2 precision highp float; | |
3 | |
4 uniform sampler2D GLGE_PASS0; | |
5 uniform sampler2D GLGE_RENDER; | |
6 | |
7 varying vec2 texCoord; | |
8 | |
9 float blurSize=0.007; | |
10 | |
11 | |
12 | |
13 void main(void){ | |
14 vec4 color=vec4(0.0,0.0,0.0,0.0); | |
15 color += texture2D(GLGE_PASS0, vec2(texCoord.x, texCoord.y - 4.0*blurSiz
e)) * 0.05; | |
16 color += texture2D(GLGE_PASS0, vec2(texCoord.x, texCoord.y - 3.0*blurSiz
e)) * 0.09; | |
17 color += texture2D(GLGE_PASS0, vec2(texCoord.x, texCoord.y - 2.0*blurSiz
e)) * 0.12; | |
18 color += texture2D(GLGE_PASS0, vec2(texCoord.x, texCoord.y - blurSize))
* 0.15; | |
19 color += texture2D(GLGE_PASS0, vec2(texCoord.x, texCoord.y)) * 0.16; | |
20 color += texture2D(GLGE_PASS0, vec2(texCoord.x, texCoord.y + blurSize))
* 0.15; | |
21 color += texture2D(GLGE_PASS0, vec2(texCoord.x, texCoord.y + 2.0*blurSiz
e)) * 0.12; | |
22 color += texture2D(GLGE_PASS0, vec2(texCoord.x, texCoord.y + 3.0*blurSiz
e)) * 0.09; | |
23 color += texture2D(GLGE_PASS0, vec2(texCoord.x, texCoord.y + 4.0*blurSiz
e)) * 0.05; | |
24 gl_FragColor = vec4(color.rgb*3.0+texture2D(GLGE_RENDER,texCoord).rgb,1.
0); | |
25 } | |
26 | |
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