1 | ///////////////////////////////////////////////////////////////////////////////
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2 | //
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3 | // ## ######
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4 | // ###### ###
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5 | // ## ############### Shark 3D Engine (www.shark3d.com)
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6 | // ########## # # #
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7 | // ######## Copyright (c) 1996-2006 Spinor GmbH.
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8 | // ######### # # # All rights reserved.
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9 | // ## ##########
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10 | // ##
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11 | //
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12 | ///////////////////////////////////////////////////////////////////////////////
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13 |
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14 | uniform sampler2D tex0;
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15 |
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16 | uniform vec4 passInfo;
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17 |
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18 | varying vec4 baseVec;
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19 |
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20 | void main(void)
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21 | {
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22 | vec2 mainTexCoord = gl_TexCoord[0].xy;
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23 | vec2 offsPix0 = baseVec.xy;
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24 | vec2 offsPix1 = baseVec.zw;
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25 | vec2 offsPix2 = offsPix0 + offsPix1;
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26 | vec2 offsPix3 = offsPix0 - offsPix1;
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27 |
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28 | vec4 val = texture2D(tex0, mainTexCoord);
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29 | vec4 val0 = texture2D(tex0, mainTexCoord.xy + offsPix0);
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30 | vec4 val1 = texture2D(tex0, mainTexCoord.xy + offsPix1);
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31 | vec4 val2 = texture2D(tex0, mainTexCoord.xy + offsPix2);
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32 | vec4 val3 = texture2D(tex0, mainTexCoord.xy + offsPix3);
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33 | vec4 val4 = texture2D(tex0, mainTexCoord.xy - offsPix0);
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34 | vec4 val5 = texture2D(tex0, mainTexCoord.xy - offsPix1);
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35 | vec4 val6 = texture2D(tex0, mainTexCoord.xy - offsPix2);
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36 | vec4 val7 = texture2D(tex0, mainTexCoord.xy - offsPix3);
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37 |
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38 | vec4 sum
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39 | = (val * val + val0 * val0 + val1 * val1 + val2 * val2 + val3 * val3
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40 | + 0.5 * (val4 * val4 + val5 * val5 + val6 * val6 + val7 * val7))
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41 | * 0.142857; // = approx. 1.0 / 7.0
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42 |
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43 | gl_FragColor = sqrt(sum);
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44 | }
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45 |
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46 | ///////////////////////////////////////////////////////////////////////////////
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