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-rw-r--r--examples/shader/resources/blur.frag40
1 files changed, 20 insertions, 20 deletions
diff --git a/examples/shader/resources/blur.frag b/examples/shader/resources/blur.frag
index c40e5b3..8d4261a 100644
--- a/examples/shader/resources/blur.frag
+++ b/examples/shader/resources/blur.frag
@@ -1,20 +1,20 @@
-uniform sampler2D texture;
-uniform float blur_radius;
-
-void main()
-{
- vec2 offx = vec2(blur_radius, 0.0);
- vec2 offy = vec2(0.0, blur_radius);
-
- vec4 pixel = texture2D(texture, gl_TexCoord[0].xy) * 4.0 +
- texture2D(texture, gl_TexCoord[0].xy - offx) * 2.0 +
- texture2D(texture, gl_TexCoord[0].xy + offx) * 2.0 +
- texture2D(texture, gl_TexCoord[0].xy - offy) * 2.0 +
- texture2D(texture, gl_TexCoord[0].xy + offy) * 2.0 +
- texture2D(texture, gl_TexCoord[0].xy - offx - offy) * 1.0 +
- texture2D(texture, gl_TexCoord[0].xy - offx + offy) * 1.0 +
- texture2D(texture, gl_TexCoord[0].xy + offx - offy) * 1.0 +
- texture2D(texture, gl_TexCoord[0].xy + offx + offy) * 1.0;
-
- gl_FragColor = gl_Color * (pixel / 16.0);
-}
+uniform sampler2D texture;
+uniform float blur_radius;
+
+void main()
+{
+ vec2 offx = vec2(blur_radius, 0.0);
+ vec2 offy = vec2(0.0, blur_radius);
+
+ vec4 pixel = texture2D(texture, gl_TexCoord[0].xy) * 4.0 +
+ texture2D(texture, gl_TexCoord[0].xy - offx) * 2.0 +
+ texture2D(texture, gl_TexCoord[0].xy + offx) * 2.0 +
+ texture2D(texture, gl_TexCoord[0].xy - offy) * 2.0 +
+ texture2D(texture, gl_TexCoord[0].xy + offy) * 2.0 +
+ texture2D(texture, gl_TexCoord[0].xy - offx - offy) * 1.0 +
+ texture2D(texture, gl_TexCoord[0].xy - offx + offy) * 1.0 +
+ texture2D(texture, gl_TexCoord[0].xy + offx - offy) * 1.0 +
+ texture2D(texture, gl_TexCoord[0].xy + offx + offy) * 1.0;
+
+ gl_FragColor = gl_Color * (pixel / 16.0);
+}