diff options
Diffstat (limited to 'shaders/gl330/blur.fs')
| -rw-r--r-- | shaders/gl330/blur.fs | 12 |
1 files changed, 6 insertions, 6 deletions
diff --git a/shaders/gl330/blur.fs b/shaders/gl330/blur.fs index b4e5bd2b..44ea42b1 100644 --- a/shaders/gl330/blur.fs +++ b/shaders/gl330/blur.fs @@ -5,24 +5,24 @@ in vec2 fragTexCoord; out vec4 fragColor; uniform sampler2D texture0; -uniform vec4 tintColor; +uniform vec4 fragTintColor; // NOTE: Add here your custom variables -const float renderWidth = 1280; -const float renderHeight = 720; +const float renderWidth = 1280.0; +const float renderHeight = 720.0; float offset[3] = float[](0.0, 1.3846153846, 3.2307692308); float weight[3] = float[](0.2270270270, 0.3162162162, 0.0702702703); void main() { - vec3 tc = texture2D(texture0, fragTexCoord).rgb*weight[0]; + vec3 tc = texture(texture0, fragTexCoord).rgb*weight[0]; for (int i = 1; i < 3; i++) { - tc += texture2D(texture0, fragTexCoord + vec2(offset[i])/renderWidth, 0.0).rgb*weight[i]; - tc += texture2D(texture0, fragTexCoord - vec2(offset[i])/renderWidth, 0.0).rgb*weight[i]; + tc += texture(texture0, fragTexCoord + vec2(offset[i])/renderWidth, 0.0).rgb*weight[i]; + tc += texture(texture0, fragTexCoord - vec2(offset[i])/renderWidth, 0.0).rgb*weight[i]; } fragColor = vec4(tc, 1.0); |
