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glsl Dream

时间:2016-08-17 00:05:07      阅读:146      评论:0      收藏:0      [点我收藏+]

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<-vertex->

  #version 120

  varying vec2 uv;

  void main(void)
  {

  uv = gl_MultiTexCoord0.st;
  gl_Position = ftransform();
  }




<-fragment->


uniform sampler2D sceneTex; // 0
varying vec2 uv;


void main ()
{
  
  vec4 c = texture2D(sceneTex, uv);
  
  c += texture2D(sceneTex, uv+0.001);
  c += texture2D(sceneTex, uv+0.003);
  c += texture2D(sceneTex, uv+0.005);
  c += texture2D(sceneTex, uv+0.007);
  c += texture2D(sceneTex, uv+0.009);
  c += texture2D(sceneTex, uv+0.011);

  c += texture2D(sceneTex, uv-0.001);
  c += texture2D(sceneTex, uv-0.003);
  c += texture2D(sceneTex, uv-0.005);
  c += texture2D(sceneTex, uv-0.007);
  c += texture2D(sceneTex, uv-0.009);
  c += texture2D(sceneTex, uv-0.011);

  c.rgb = vec3((c.r+c.g+c.b)/3.0);
  c = c / 9.5;
  gl_FragColor = c;
}            

 

glsl Dream

原文:http://www.cnblogs.com/dragon2012/p/5778128.html

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