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path: root/shaders/tesseract/232.shader_test
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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;
        uniform float offsets[8];
        varying vec2 texcoord0, texcoord1, texcoord2;
        
            varying vec2 texcoord3, texcoord4;
         
            varying vec2 texcoord5, texcoord6;
        
        void main(void)
        {
            gl_Position = vvertex;
            texcoord0 = vtexcoord0; 
            vec2 tc1 = vtexcoord0.xy, tc2 = vtexcoord0; 
            tc1.x += offsets[1];
            tc2.x -= offsets[1];
            texcoord1 = tc1;
            texcoord2 = tc2;
            
                tc1.x = vtexcoord0.x + offsets[2];
                tc2.x = vtexcoord0.x - offsets[2];
                texcoord3 = tc1;
                texcoord4 = tc2;
             
                tc1.x = vtexcoord0.x + offsets[3];
                tc2.x = vtexcoord0.x - offsets[3];
                texcoord5 = tc1;
                texcoord6 = tc2;
            
        }
    
[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 float weights[8];
        uniform float offsets[8];
        uniform sampler2D tex0;
        varying vec2 texcoord0, texcoord1, texcoord2;
        
            varying vec2 texcoord3, texcoord4;
         
            varying vec2 texcoord5, texcoord6;
        
        fragdata(0, fragcolor, vec4)
        void main(void)
        {
            #define texval(coords) texture2D(tex0, (coords))
            vec4 val = texval(texcoord0) * weights[0];
            
                    val += weights[1] * (texval(texcoord1) + texval(texcoord2));
                 
                    val += weights[2] * (texval(texcoord3) + texval(texcoord4));
                 
                    val += weights[3] * (texval(texcoord5) + texval(texcoord6));
                 
                    val += weights[4] * 
                    
                        (texval(vec2(texcoord0.x + offsets[4], texcoord0.y)) + texval(vec2(texcoord0.x - offsets[4], texcoord0.y)));
                    
                 
                    val += weights[5] * 
                    
                        (texval(vec2(texcoord0.x + offsets[5], texcoord0.y)) + texval(vec2(texcoord0.x - offsets[5], texcoord0.y)));
                    
                 
                    val += weights[6] * 
                    
                        (texval(vec2(texcoord0.x + offsets[6], texcoord0.y)) + texval(vec2(texcoord0.x - offsets[6], texcoord0.y)));
                    
                 
                    val += weights[7] * 
                    
                        (texval(vec2(texcoord0.x + offsets[7], texcoord0.y)) + texval(vec2(texcoord0.x - offsets[7], texcoord0.y)));
                    
                
            fragcolor = val;
        }