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;
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00037 void main(void)
00038 {
00039
00040 vec4 outp = vec4(0.0, 0.0, 0.0, 0.0);
00041
00042 outp += 0.015625 * texture2D(Texture0, gl_TexCoord[0].xy + vec2(0.0,blur*-6.0) );
00043 outp += 0.0596875 * texture2D(Texture0, gl_TexCoord[0].xy + vec2(0.0,blur*-5.0) );
00044 outp += 0.09375 * texture2D(Texture0, gl_TexCoord[0].xy + vec2(0.0,blur*-4.0) );
00045 outp += 0.1640625 * texture2D(Texture0, gl_TexCoord[0].xy + vec2(0.0,blur*-3.0) );
00046 outp += 0.234375 * texture2D(Texture0, gl_TexCoord[0].xy + vec2(0.0,blur*-2.0) );
00047 outp += 0.2734375 * texture2D(Texture0, gl_TexCoord[0].xy + vec2(0.0,blur*-1.0) );
00048 outp += 0.3125 * texture2D(Texture0, gl_TexCoord[0].xy );
00049 outp += 0.2734375 * texture2D(Texture0, gl_TexCoord[0].xy + vec2(0.0,blur*1.0) );
00050 outp += 0.234375 * texture2D(Texture0, gl_TexCoord[0].xy + vec2(0.0,blur*2.0) );
00051 outp += 0.1640625 * texture2D(Texture0, gl_TexCoord[0].xy + vec2(0.0,blur*3.0) );
00052 outp += 0.09375 * texture2D(Texture0, gl_TexCoord[0].xy + vec2(0.0,blur*4.0) );
00053 outp += 0.0596875 * texture2D(Texture0, gl_TexCoord[0].xy + vec2(0.0,blur*5.0) );
00054 outp += 0.015625 * texture2D(Texture0, gl_TexCoord[0].xy + vec2(0.0,blur*6.0) );
00055
00056 gl_FragColor = outp * 0.5;
00057 }
00058