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| 1 | // gaussianTexCoordsX.vert | |
| 2 | #version 120 | |
| 3 | ||
| 4 | attribute vec4 position; | |
| 5 | attribute vec2 texCoord; | |
| 6 | ||
| 7 | varying vec2 vertex; | |
| 8 | varying vec2 blurCoords[7]; | |
| 9 | ||
| 10 | void main() {
| |
| 11 | - | gl_Position = position; |
| 11 | + | gl_Position = gl_ModelViewProjectionMatrix * position; |
| 12 | gl_TexCoord[0]=gl_MultiTexCoord0; | |
| 13 | ||
| 14 | vertex = texCoord; | |
| 15 | blurCoords[0] = texCoord + vec2(-3, 0); | |
| 16 | blurCoords[1] = texCoord + vec2(-2, 0); | |
| 17 | blurCoords[2] = texCoord + vec2(-1, 0); | |
| 18 | blurCoords[3] = texCoord + vec2( 0, 0); | |
| 19 | blurCoords[4] = texCoord + vec2( 1, 0); | |
| 20 | blurCoords[5] = texCoord + vec2( 2, 0); | |
| 21 | blurCoords[6] = texCoord + vec2( 3, 0); | |
| 22 | } | |
| 23 | ||
| 24 | // gaussian.frag | |
| 25 | #version 120 | |
| 26 | ||
| 27 | varying vec2 vertex; | |
| 28 | varying vec2 blurCoords[7]; | |
| 29 | ||
| 30 | const float gaussD3 = 0.0044318; | |
| 31 | const float gaussD2 = 0.0539910; | |
| 32 | const float gaussD1 = 0.2419710; | |
| 33 | const float gaussD0 = 0.3989423; | |
| 34 | ||
| 35 | uniform sampler2D tex; | |
| 36 | ||
| 37 | // Simple gaussian blur over the specified coordinates (blurCoords[blurCoords.length/2] is middle point) | |
| 38 | // standard deviation is 1 | |
| 39 | void main() {
| |
| 40 | vec4 sum = vec4(0.0); | |
| 41 | ||
| 42 | sum += texture2D(tex, blurCoords[0]) * gaussD3; | |
| 43 | sum += texture2D(tex, blurCoords[1]) * gaussD2; | |
| 44 | sum += texture2D(tex, blurCoords[2]) * gaussD1; | |
| 45 | sum += texture2D(tex, blurCoords[3]) * gaussD0; | |
| 46 | sum += texture2D(tex, blurCoords[4]) * gaussD1; | |
| 47 | sum += texture2D(tex, blurCoords[5]) * gaussD2; | |
| 48 | sum += texture2D(tex, blurCoords[6]) * gaussD3; | |
| 49 | ||
| 50 | gl_FragColor = sum; | |
| 51 | } |