source:
code/branches/skybox/Media/materials/programs/hdr_bloom.glsl
@
1253
| Last change on this file since 1253 was 390, checked in by landauf, 18 years ago | |
|---|---|
| File size: 445 bytes | |
| Rev | Line | |
|---|---|---|
| [390] | 1 | uniform sampler2D inRTT; |
| 2 | ||
| 3 | uniform vec4 sampleOffsets[15]; | |
| 4 | uniform vec4 sampleWeights[15]; | |
| 5 | ||
| 6 | varying vec2 uv; | |
| 7 | ||
| 8 | void main(void) | |
| 9 | { | |
| 10 | vec4 accum = vec4(0.0, 0.0, 0.0, 1.0); | |
| 11 | vec2 sampleUV; | |
| 12 | ||
| 13 | for( int i = 0; i < 15; i++ ) | |
| 14 | { | |
| 15 | // Sample from adjacent points, 7 each side and central | |
| 16 | sampleUV = uv + sampleOffsets[i].xy; | |
| 17 | accum += sampleWeights[i] * texture2D(inRTT, sampleUV); | |
| 18 | } | |
| 19 | ||
| 20 | gl_FragColor = accum; | |
| 21 | ||
| 22 | } |
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