Added support for shaders written in non-legacy GLSL.
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18 changed files with 690 additions and 74 deletions
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@ -1,20 +1,23 @@
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uniform sampler2D texture;
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uniform float blur_radius;
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varying vec4 texCoord;
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varying vec4 frontColor;
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void main()
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{
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vec2 offx = vec2(blur_radius, 0.0);
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vec2 offy = vec2(0.0, blur_radius);
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vec4 pixel = texture2D(texture, gl_TexCoord[0].xy) * 4.0 +
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texture2D(texture, gl_TexCoord[0].xy - offx) * 2.0 +
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texture2D(texture, gl_TexCoord[0].xy + offx) * 2.0 +
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texture2D(texture, gl_TexCoord[0].xy - offy) * 2.0 +
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texture2D(texture, gl_TexCoord[0].xy + offy) * 2.0 +
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texture2D(texture, gl_TexCoord[0].xy - offx - offy) * 1.0 +
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texture2D(texture, gl_TexCoord[0].xy - offx + offy) * 1.0 +
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texture2D(texture, gl_TexCoord[0].xy + offx - offy) * 1.0 +
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texture2D(texture, gl_TexCoord[0].xy + offx + offy) * 1.0;
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vec4 pixel = texture2D(texture, texCoord.xy) * 4.0 +
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texture2D(texture, texCoord.xy - offx) * 2.0 +
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texture2D(texture, texCoord.xy + offx) * 2.0 +
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texture2D(texture, texCoord.xy - offy) * 2.0 +
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texture2D(texture, texCoord.xy + offy) * 2.0 +
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texture2D(texture, texCoord.xy - offx - offy) * 1.0 +
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texture2D(texture, texCoord.xy - offx + offy) * 1.0 +
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texture2D(texture, texCoord.xy + offx - offy) * 1.0 +
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texture2D(texture, texCoord.xy + offx + offy) * 1.0;
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gl_FragColor = gl_Color * (pixel / 16.0);
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gl_FragColor = frontColor * (pixel / 16.0);
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}
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