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authorJoshua Reisenauer <[email protected]>2016-05-19 15:31:56 -0700
committerJoshua Reisenauer <[email protected]>2016-05-19 15:31:56 -0700
commit847944e24047cb3e2a2c6dfd6dfaa3667cf6f830 (patch)
tree0538b0b3b4fb1238cd66fd7c81f28a3c2c5bf1bc /shaders/glsl100/blur.fs
parentb10425492ac692d7c53001290e3d0b678df634b0 (diff)
parent8bbbe8cd76d93bc85810fd13a6cb6c4df18bd30d (diff)
downloadraylib-847944e24047cb3e2a2c6dfd6dfaa3667cf6f830.tar.gz
raylib-847944e24047cb3e2a2c6dfd6dfaa3667cf6f830.zip
Merge remote-tracking branch 'refs/remotes/raysan5/develop' into newaudio
Diffstat (limited to 'shaders/glsl100/blur.fs')
-rw-r--r--shaders/glsl100/blur.fs5
1 files changed, 5 insertions, 0 deletions
diff --git a/shaders/glsl100/blur.fs b/shaders/glsl100/blur.fs
index a1069c6f..80d40834 100644
--- a/shaders/glsl100/blur.fs
+++ b/shaders/glsl100/blur.fs
@@ -2,7 +2,11 @@
precision mediump float;
+// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
+varying vec4 fragColor;
+
+// Input uniform values
uniform sampler2D texture0;
uniform vec4 fragTintColor;
@@ -16,6 +20,7 @@ float weight[3] = float[]( 0.2270270270, 0.3162162162, 0.0702702703 );
void main()
{
+ // Texel color fetching from texture sampler
vec3 tc = texture2D(texture0, fragTexCoord).rgb*weight[0];
for (int i = 1; i < 3; i++)