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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;
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;
}
[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;
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));
fragcolor = val;
}
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