__shdBulbKawaseDown.fsh 554 B

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  1. varying vec2 v_vTexcoord;
  2. uniform vec2 u_vTexel;
  3. void main()
  4. {
  5. gl_FragColor = (4.0*texture2D(gm_BaseTexture, v_vTexcoord )
  6. + texture2D(gm_BaseTexture, v_vTexcoord + vec2( u_vTexel.x, 0.0))
  7. + texture2D(gm_BaseTexture, v_vTexcoord + vec2(-u_vTexel.x, 0.0))
  8. + texture2D(gm_BaseTexture, v_vTexcoord + vec2( 0.0, u_vTexel.y))
  9. + texture2D(gm_BaseTexture, v_vTexcoord + vec2( 0.0, -u_vTexel.y))) / 8.0;
  10. }