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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 | } |