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- uniform sampler2D tex0;
- uniform vec2 distance;
- uniform vec2 TX;
- void main (void)
- {
- vec2 texcoord = (gl_TextureMatrix[0] * gl_TexCoord[0]).st;
- vec4 sample = 0.5 * texture2D(tex0, texcoord - distance);
- sample += texture2D(tex0, texcoord);
- sample += 0.5 * texture2D(tex0, texcoord + distance);
- sample /= 2.;
- gl_FragColor = sample;
- }
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