source:
code/branches/tutorial/Tutorial/Media/materials/programs/hdr_bloom.glsl
@
62
Last change on this file since 62 was 25, checked in by nicolasc, 17 years ago | |
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File size: 445 bytes |
Line | |
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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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