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