Last change
on this file since 44 was
44,
checked in by bknecht, 17 years ago
|
merge from tutorial branche to trunk
|
File size:
662 bytes
|
Rev | Line | |
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[25] | 1 | uniform sampler2D inRTT; |
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| 2 | uniform vec2 texelSize; |
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| 3 | |
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| 4 | varying vec2 uv; |
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| 5 | |
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| 6 | void main(void) |
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| 7 | { |
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| 8 | |
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| 9 | vec4 accum = vec4(0.0, 0.0, 0.0, 0.0); |
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| 10 | vec4 LUMINENCE_FACTOR = vec4(0.27, 0.67, 0.06, 0.0); |
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| 11 | |
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| 12 | // Get colour from source |
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| 13 | accum += texture2D(inRTT, uv + texelSize * vec2(-0.5, -0.5)); |
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| 14 | accum += texture2D(inRTT, uv + texelSize * vec2(-0.5, 0.5)); |
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| 15 | accum += texture2D(inRTT, uv + texelSize * vec2(0.5, 0.5)); |
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| 16 | accum += texture2D(inRTT, uv + texelSize * vec2(0.5, -0.5)); |
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| 17 | |
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| 18 | // Adjust the accumulated amount by lum factor |
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| 19 | float lum = dot(accum, LUMINENCE_FACTOR); |
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| 20 | // take average of 4 samples |
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| 21 | lum *= 0.25; |
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| 22 | gl_FragColor = vec4(lum, lum, lum, 1.0); |
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| 23 | |
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| 24 | } |
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