blurppv.shader

00001 
00002 void main() 
00003 {
00004     //Use the first set of texture coordinates in the fragment shader 
00005     gl_TexCoord[0] = gl_MultiTexCoord0;
00006 
00007     // Transform the position to screen space
00008     gl_Position = ftransform(); 
00009 }
00010 
00011 ~~~~~
00012 
00013 uniform sampler2D Texture0;
00014 
00015 uniform float blur; // sweetspot: 0.004
00016 
00017 /*
00018 
00019 void main(void)
00020 {
00021 
00022   vec4 outp = vec4(0.0, 0.0, 0.0, 0.0);
00023 
00024   outp += 0.015625 * texture2D(Texture0, gl_TexCoord[0].xy + vec2(0.0,blur*-3.0) );
00025   outp += 0.09375 * texture2D(Texture0, gl_TexCoord[0].xy + vec2(0.0,blur*-2.0) );
00026   outp += 0.234375 * texture2D(Texture0, gl_TexCoord[0].xy + vec2(0.0,blur*-1.0) );
00027   outp += 0.3125 * texture2D(Texture0, gl_TexCoord[0].xy  );
00028   outp += 0.234375 * texture2D(Texture0, gl_TexCoord[0].xy + vec2(0.0,blur*1.0) );
00029   outp += 0.09375 * texture2D(Texture0, gl_TexCoord[0].xy + vec2(0.0,blur*2.0) );
00030   outp += 0.015625 * texture2D(Texture0, gl_TexCoord[0].xy + vec2(0.0,blur*3.0) );
00031 
00032   gl_FragColor = outp;
00033  } 
00034 
00035 */
00036 
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 

Generated on Fri Mar 23 12:55:03 2007 for glsldemo by  doxygen 1.5.1-p1