00001
00002 void main()
00003 {
00004
00005 gl_TexCoord[0] = gl_MultiTexCoord0;
00006
00007
00008 gl_Position = ftransform();
00009 }
00010
00011 ~~~~~
00012
00013 uniform sampler2D Texture0;
00014
00015 uniform float blur;
00016
00017 void main(void)
00018 {
00019 vec4 outp = vec4(0.0, 0.0, 0.0, 0.0);
00020
00021 outp += 0.015625 * texture2D(Texture0, gl_TexCoord[0].xy + vec2(blur*-6.0,0.0) );
00022 outp += 0.0596875 * texture2D(Texture0, gl_TexCoord[0].xy + vec2(blur*-5.0,0.0) );
00023 outp += 0.09375 * texture2D(Texture0, gl_TexCoord[0].xy + vec2(blur*-4.0,0.0) );
00024 outp += 0.1640625 * texture2D(Texture0, gl_TexCoord[0].xy + vec2(blur*-3.0,0.0) );
00025 outp += 0.234375 * texture2D(Texture0, gl_TexCoord[0].xy + vec2(blur*-2.0,0.0) );
00026 outp += 0.2734375 * texture2D(Texture0, gl_TexCoord[0].xy + vec2(blur*-1.0,0.0) );
00027 outp += 0.3125 * texture2D(Texture0, gl_TexCoord[0].xy );
00028 outp += 0.2734375 * texture2D(Texture0, gl_TexCoord[0].xy + vec2(blur*1.0,0.0) );
00029 outp += 0.234375 * texture2D(Texture0, gl_TexCoord[0].xy + vec2(blur*2.0,0.0) );
00030 outp += 0.1640625 * texture2D(Texture0, gl_TexCoord[0].xy + vec2(blur*3.0,0.0) );
00031 outp += 0.09375 * texture2D(Texture0, gl_TexCoord[0].xy + vec2(blur*4.0,0.0) );
00032 outp += 0.0596875 * texture2D(Texture0, gl_TexCoord[0].xy + vec2(blur*5.0,0.0) );
00033 outp += 0.015625 * texture2D(Texture0, gl_TexCoord[0].xy + vec2(blur*6.0,0.0) );
00034
00035 gl_FragColor = outp;
00036 }