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17 lines
510 B
Plaintext
17 lines
510 B
Plaintext
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uniform sampler2D texture;
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uniform float offset;
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void main()
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{
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vec2 offx = vec2(offset, 0.0);
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vec2 offy = vec2(0.0, offset);
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vec4 c0 = texture2D(texture, gl_TexCoord[0].xy);
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vec4 c1 = texture2D(texture, gl_TexCoord[0].xy - offy);
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vec4 c2 = texture2D(texture, gl_TexCoord[0].xy + offy);
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vec4 c3 = texture2D(texture, gl_TexCoord[0].xy - offx);
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vec4 c4 = texture2D(texture, gl_TexCoord[0].xy + offx);
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gl_FragColor = gl_Color * (c0 * 0.2 + c1 * 0.2 + c2 * 0.2 + c3 * 0.2 + c4 * 0.2);
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}
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