27 lines
		
	
	
		
			945 B
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			27 lines
		
	
	
		
			945 B
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
uniform sampler2D Texture;
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varying vec2 texCoord;
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void main() 
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{
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	float xstep = 0.5f/800.0f;
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	float ystep = 0.5f/600.0f;
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	vec4 texColor = 
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		vec4(texture2D(Texture,texCoord).rgb,1.0) * 0.2
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		+ vec4(texture2D(Texture, vec2(texCoord.x+xstep, texCoord.y+ystep)).rgb,1.0) * 0.1
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		+ vec4(texture2D(Texture, vec2(texCoord.x-xstep, texCoord.y+ystep)).rgb,1.0) * 0.1
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		+ vec4(texture2D(Texture, vec2(texCoord.x-xstep, texCoord.y-ystep)).rgb,1.0) * 0.1
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		+ vec4(texture2D(Texture, vec2(texCoord.x+xstep, texCoord.y-ystep)).rgb,1.0) * 0.1
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		+ vec4(texture2D(Texture, vec2(texCoord.x, texCoord.y+2.0*ystep)).rgb,1.0) * 0.1
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		+ vec4(texture2D(Texture, vec2(texCoord.x, texCoord.y-2.0*ystep)).rgb,1.0) * 0.1
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		+ vec4(texture2D(Texture, vec2(texCoord.x-2.0*xstep, texCoord.y)).rgb,1.0) * 0.1
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		+ vec4(texture2D(Texture, vec2(texCoord.x+2.0*xstep, texCoord.y)).rgb,1.0) * 0.1;
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	gl_FragColor = texColor;
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	//gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
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}
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