summaryrefslogtreecommitdiff
path: root/shaders/tesseract/241.shader_test
blob: 455f6a15381071f8e110581858c2c0503a472b1c (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
[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.y += offsets[1];
            tc2.y -= offsets[1];
            texcoord1 = tc1;
            texcoord2 = tc2;
            
                tc1.y = vtexcoord0.y + offsets[2];
                tc2.y = vtexcoord0.y - offsets[2];
                texcoord3 = tc1;
                texcoord4 = tc2;
             
                tc1.y = vtexcoord0.y + offsets[3];
                tc2.y = vtexcoord0.y - 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 sampler2DRect tex0;
        varying vec2 texcoord0, texcoord1, texcoord2;
        
            varying vec2 texcoord3, texcoord4;
         
            varying vec2 texcoord5, texcoord6;
        
        fragdata(0, fragcolor, vec4)
        void main(void)
        {
            #define texval(coords) texture2DRect(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, texcoord0.y + offsets[4])) + texval(vec2(texcoord0.x, texcoord0.y - offsets[4])));
                    
                 
                    val += weights[5] * 
                    
                        (texval(vec2(texcoord0.x, texcoord0.y + offsets[5])) + texval(vec2(texcoord0.x, texcoord0.y - offsets[5])));
                    
                 
                    val += weights[6] * 
                    
                        (texval(vec2(texcoord0.x, texcoord0.y + offsets[6])) + texval(vec2(texcoord0.x, texcoord0.y - offsets[6])));
                    
                 
                    val += weights[7] * 
                    
                        (texval(vec2(texcoord0.x, texcoord0.y + offsets[7])) + texval(vec2(texcoord0.x, texcoord0.y - offsets[7])));
                    
                
            fragcolor = val;
        }