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-rw-r--r--shaders/tesseract/121.shader_test35
1 files changed, 35 insertions, 0 deletions
diff --git a/shaders/tesseract/121.shader_test b/shaders/tesseract/121.shader_test
new file mode 100644
index 0000000..a69ae6e
--- /dev/null
+++ b/shaders/tesseract/121.shader_test
@@ -0,0 +1,35 @@
+[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;
+ varying vec2 texcoord0;
+ fragdata(0, fragcolor, vec4)
+ void main(void)
+ {
+ fragcolor.rgb = 0.25*(texture2DRectOffset(tex0, texcoord0, ivec2(-1, -1)).rgb + texture2DRectOffset(tex0, texcoord0, ivec2(1, -1)).rgb +
+ texture2DRectOffset(tex0, texcoord0, ivec2(1, 1)).rgb + texture2DRectOffset(tex0, texcoord0, ivec2(-1, 1)).rgb);
+ }
+