summaryrefslogtreecommitdiffhomepage
path: root/shaders/gl330/blur.fs
diff options
context:
space:
mode:
Diffstat (limited to 'shaders/gl330/blur.fs')
-rw-r--r--shaders/gl330/blur.fs12
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);