#version 150 uniform sampler2D t0; uniform float radius = 2; uniform vec2 dt; void main(void) { vec2 tc = qgl_FragTexture.xy; float r = float(radius); vec4 v0 = texture(t0, tc); float rad; float coeff = modf(v0.w, rad) * 1.1; rad /= 10.; rad *= 2; float o = radius * rad, o2 = radius * rad * 2; vec3 scol = (v0.rgb * 3. + texture(t0, tc + dt * vec2( o, 0 )).rgb * 2. + texture(t0, tc + dt * vec2( 0, o )).rgb * 2. + texture(t0, tc + dt * vec2( -o, 0 )).rgb * 2. + texture(t0, tc + dt * vec2( 0, -o)).rgb * 2. + texture(t0, tc + dt * vec2( o, o )).rgb * 1.5 + texture(t0, tc + dt * vec2( o, -o)).rgb * 1.5 + texture(t0, tc + dt * vec2( -o, -o )).rgb * 1.5 + texture(t0, tc + dt * vec2( -o, o )).rgb * 1.5 + texture(t0, tc + dt * vec2( o2, 0 )).rgb + texture(t0, tc + dt * vec2( 0, o2)).rgb + texture(t0, tc + dt * vec2(-o2, 0 )).rgb + texture(t0, tc + dt * vec2( 0, -o2)).rgb/* + texture(t0, tc + dt * vec2( o2, o )).rgb + texture(t0, tc + dt * vec2( o2, -o)).rgb + texture(t0, tc + dt * vec2(-o2, -o )).rgb + texture(t0, tc + dt * vec2(-o2, o )).rgb + texture(t0, tc + dt * vec2( o, o2)).rgb + texture(t0, tc + dt * vec2( o, -o2)).rgb + texture(t0, tc + dt * vec2( -o, -o2)).rgb + texture(t0, tc + dt * vec2( -o, o2)).rgb*/) / 21.; qgl_FragData[0] = vec4(scol, v0.w); }