uniform sampler2D tex; uniform vec2 offset; uniform float inter; uniform float fade; //vec2 offset = vec2(0.0, 1.0/600.0); //float inter = 0.2; void main( void ) { gl_FragColor = texture2D(tex, gl_TexCoord[0].st + offset); gl_FragColor += texture2D(tex, gl_TexCoord[0].st - offset); gl_FragColor = inter*normalize(gl_FragColor) + (1.0 - inter)*gl_FragColor; gl_FragColor *= fade; //gl_FragColor = sin(gl_FragColor*3.0); gl_FragColor -= 0.033*texture2D(tex, gl_TexCoord[0].st + 30.0*offset); gl_FragColor -= 0.033*texture2D(tex, gl_TexCoord[0].st - 30.0*offset); gl_FragColor.a = 1.0; }