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- uniform sampler2D texture;
- uniform vec4 shadow;
- uniform vec2 resolution;
- uniform float samples;
- #pragma optimize (off)
- void main()
- {
- //calculating offset
- vec2 xoff = vec2(samples/resolution.x,0.0);
- vec2 yoff = vec2(0.0,samples/resolution.y);
- vec4 color = texture2D(texture, gl_TexCoord[0].xy);
- //need invert y axis
- //gl_TexCoord[0].y = 1.0-gl_TexCoord[0].y;
- vec4 pixel = texture2D(texture, gl_TexCoord[0].xy)*4.0 +
- texture2D(texture, gl_TexCoord[0].xy + xoff.x)*2.0 +
- texture2D(texture, gl_TexCoord[0].xy - xoff.x)*2.0 +
- texture2D(texture, gl_TexCoord[0].xy + xoff.x - yoff.y)*1.0+
- texture2D(texture, gl_TexCoord[0].xy + yoff.y)*2.0+
- texture2D(texture, gl_TexCoord[0].xy - yoff.y)*2.0+
- texture2D(texture, gl_TexCoord[0].xy + yoff.y -xoff.x)*1.0+
- texture2D(texture, gl_TexCoord[0].xy + xoff.x + yoff.y)*1.0+
- texture2D(texture, gl_TexCoord[0].xy - xoff.x - yoff.y)*1.0;
- pixel.w=pixel.w/16.0;
- gl_FragColor = vec4(shadow.xyz,pixel.w);
- }
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