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cellular-shader/resources/myHBlurShader.frag
2011-07-28 14:20:01 +02:00

20 lines
598 B
GLSL

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 + 15.0*offset);
gl_FragColor -= 0.033*texture2D(tex, gl_TexCoord[0].st - 15.0*offset);
gl_FragColor.a = 1.0;
}