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libs/qglview/shaders/bloom_1.frag
Бычков Андрей ba8bc27298 1
git-svn-id: svn://db.shs.com.ru/libs@1 a8b55f48-bf90-11e4-a774-851b48703e85
2015-02-28 21:28:53 +00:00

31 lines
1.1 KiB
GLSL

#version 130
uniform sampler2D t0;
uniform vec2 vsize;
void main(void) {
vec2 tc = gl_TexCoord[0].xy, dt = 2. / vsize, dt2 = dt + dt;
gl_FragColor = (texture2D(t0, tc) * 3. +
textureOffset(t0, tc, ivec2(1, 0)) * 2. +
textureOffset(t0, tc, ivec2(0, 1)) * 2. +
textureOffset(t0, tc, ivec2(-1, 0)) * 2. +
textureOffset(t0, tc, ivec2(0, -1)) * 2. +
textureOffset(t0, tc, ivec2(1, 1)) * 1.5 +
textureOffset(t0, tc, ivec2(1, -1)) * 1.5 +
textureOffset(t0, tc, ivec2(-1, -1)) * 1.5 +
textureOffset(t0, tc, ivec2(-1, 1)) * 1.5 +
textureOffset(t0, tc, ivec2(2, 0)) +
textureOffset(t0, tc, ivec2(0, 2)) +
textureOffset(t0, tc, ivec2(-2, 0)) +
textureOffset(t0, tc, ivec2(0, -2)) +
textureOffset(t0, tc, ivec2(2, 1)) +
textureOffset(t0, tc, ivec2(2, -1)) +
textureOffset(t0, tc, ivec2(-2, -1)) +
textureOffset(t0, tc, ivec2(-2, 1)) +
textureOffset(t0, tc, ivec2(1, 2)) +
textureOffset(t0, tc, ivec2(1, -2)) +
textureOffset(t0, tc, ivec2(-1, -2)) +
textureOffset(t0, tc, ivec2(-1, 2))) / 29.;
//gl_FragColor = texture2D(t0, tc);
}