32 lines
960 B
GLSL
32 lines
960 B
GLSL
/**
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* @file glowF.glsl
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*
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* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
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* $License$
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*/
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uniform sampler2D diffuseMap;
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uniform float glowStrength;
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void main()
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{
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vec4 col = vec4(0.0, 0.0, 0.0, 0.0);
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// ATI compiler falls down on array initialization.
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float kern[8];
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kern[0] = 0.25; kern[1] = 0.5; kern[2] = 0.8; kern[3] = 1.0;
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kern[4] = 1.0; kern[5] = 0.8; kern[6] = 0.5; kern[7] = 0.25;
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col += kern[0] * texture2D(diffuseMap, gl_TexCoord[0].xy);
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col += kern[1] * texture2D(diffuseMap, gl_TexCoord[1].xy);
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col += kern[2] * texture2D(diffuseMap, gl_TexCoord[2].xy);
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col += kern[3] * texture2D(diffuseMap, gl_TexCoord[3].xy);
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col += kern[4] * texture2D(diffuseMap, gl_TexCoord[0].zw);
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col += kern[5] * texture2D(diffuseMap, gl_TexCoord[1].zw);
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col += kern[6] * texture2D(diffuseMap, gl_TexCoord[2].zw);
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col += kern[7] * texture2D(diffuseMap, gl_TexCoord[3].zw);
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gl_FragColor = vec4(col.rgb * glowStrength, col.a);
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}
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