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source: code/trunk/Tutorial/Media/materials/programs/hdr_bloom.glsl @ 72

Last change on this file since 72 was 44, checked in by bknecht, 17 years ago

merge from tutorial branche to trunk

File size: 445 bytes
RevLine 
[25]1uniform sampler2D inRTT;
2
3uniform vec4 sampleOffsets[15];
4uniform vec4 sampleWeights[15];
5
6varying vec2 uv;
7
8void 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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