source: GTP/trunk/App/Demos/Illum/Shark3D/version164x12u/IllumDemo/src/res/levelutil/shader/prog/ogl_glsl/bloom_smooth_ogl_glsl_fs1x0.s3d_shadercode @ 2196

Revision 2196, 1.6 KB checked in by szirmay, 17 years ago (diff)
Line 
1///////////////////////////////////////////////////////////////////////////////
2//
3//      ##  ######
4//       ######  ###
5//  ## ###############        Shark 3D Engine (www.shark3d.com)
6//   ########## # # #
7//    ########                Copyright (c) 1996-2006 Spinor GmbH.
8//   ######### # # #          All rights reserved.
9//  ##   ##########
10//      ##
11//
12///////////////////////////////////////////////////////////////////////////////
13
14uniform sampler2D tex0;
15
16uniform vec4 passInfo;
17
18varying vec4 baseVec;
19
20void main(void)
21{
22    vec2 mainTexCoord = gl_TexCoord[0].xy;
23    vec2 offsPix0 = baseVec.xy;
24    vec2 offsPix1 = baseVec.zw;
25    vec2 offsPix2 = offsPix0 + offsPix1;
26    vec2 offsPix3 = offsPix0 - offsPix1;
27
28    vec4 val = texture2D(tex0, mainTexCoord);
29    vec4 val0 = texture2D(tex0, mainTexCoord.xy + offsPix0);
30    vec4 val1 = texture2D(tex0, mainTexCoord.xy + offsPix1);
31    vec4 val2 = texture2D(tex0, mainTexCoord.xy + offsPix2);
32    vec4 val3 = texture2D(tex0, mainTexCoord.xy + offsPix3);
33    vec4 val4 = texture2D(tex0, mainTexCoord.xy - offsPix0);
34    vec4 val5 = texture2D(tex0, mainTexCoord.xy - offsPix1);
35    vec4 val6 = texture2D(tex0, mainTexCoord.xy - offsPix2);
36    vec4 val7 = texture2D(tex0, mainTexCoord.xy - offsPix3);
37
38    vec4 sum
39        = (val * val + val0 * val0 + val1 * val1 + val2 * val2 + val3 * val3
40        + 0.5 * (val4 * val4 + val5 * val5 + val6 * val6 + val7 * val7))
41        * 0.142857; // = approx. 1.0 / 7.0
42
43   gl_FragColor = sqrt(sum);
44}
45
46///////////////////////////////////////////////////////////////////////////////
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