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[require]
GLSL >= 1.10
[vertex shader]
#version 120
#extension GL_ARB_texture_rectangle : enable
#define flat
#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
attribute vec4 vvertex;
attribute vec2 vtexcoord0;
varying vec2 texcoord0;
void main(void)
{
gl_Position = vvertex;
texcoord0 = vtexcoord0;
}
[fragment shader]
#version 120
#extension GL_ARB_texture_rectangle : enable
#define flat
#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
#define fragdata(loc, name, type)
#define fragcolor gl_FragData[0]
uniform sampler2DRect tex0;
uniform vec2 hdrgamma;
varying vec2 texcoord0;
fragdata(0, fragcolor, vec4)
void main(void)
{
vec3 color0 = texture2DRectOffset(tex0, texcoord0, ivec2(-1, -1)).rgb*2.0;
color0 *= color0;
float lum0 = dot(color0, vec3(0.2126, 0.7152, 0.0722));
float loglum0 = sqrt(clamp(lum0, 0.015625, 4.0)) * (1.0/2.0);
vec3 color1 = texture2DRectOffset(tex0, texcoord0, ivec2(1, -1)).rgb*2.0;
color1 *= color1;
float lum1 = dot(color1, vec3(0.2126, 0.7152, 0.0722));
float loglum1 = sqrt(clamp(lum1, 0.015625, 4.0)) * (1.0/2.0);
vec3 color2 = texture2DRectOffset(tex0, texcoord0, ivec2(1, 1)).rgb*2.0;
color2 *= color2;
float lum2 = dot(color2, vec3(0.2126, 0.7152, 0.0722));
float loglum2 = sqrt(clamp(lum2, 0.015625, 4.0)) * (1.0/2.0);
vec3 color3 = texture2DRectOffset(tex0, texcoord0, ivec2(-1, 1)).rgb*2.0;
color3 *= color3;
float lum3 = dot(color3, vec3(0.2126, 0.7152, 0.0722));
float loglum3 = sqrt(clamp(lum3, 0.015625, 4.0)) * (1.0/2.0);
fragcolor.rgb = vec3(0.25*(loglum0 + loglum1 + loglum2 + loglum3));
}
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