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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;
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);
}
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