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			29 lines
		
	
	
		
			953 B
		
	
	
	
		
			GLSL
		
	
			
		
		
	
	
			29 lines
		
	
	
		
			953 B
		
	
	
	
		
			GLSL
		
	
#version 120
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uniform sampler2D DiffuseSampler;
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varying vec2 texCoord;
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varying vec2 oneTexel;
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uniform vec2 InSize;
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uniform vec3 ConvergeX = vec3(-1.0,  0.0, 0.5);
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uniform vec3 ConvergeY = vec3( 0.0, -1.0, 0.5);
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uniform vec3 RadialConvergeX = vec3(1.0, 1.0, 1.0);
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uniform vec3 RadialConvergeY = vec3(1.0, 1.0, 1.0);
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void main() {
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    vec3 CoordX = texCoord.x * RadialConvergeX;
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    vec3 CoordY = texCoord.y * RadialConvergeY;
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    CoordX += ConvergeX * oneTexel.x - (RadialConvergeX - 1.0) * 0.5;
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    CoordY += ConvergeY * oneTexel.y - (RadialConvergeY - 1.0) * 0.5;
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    float RedValue   = texture2D(DiffuseSampler, vec2(CoordX.x, CoordY.x)).r;
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    float GreenValue = texture2D(DiffuseSampler, vec2(CoordX.y, CoordY.y)).g;
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    float BlueValue  = texture2D(DiffuseSampler, vec2(CoordX.z, CoordY.z)).b;
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    float AlphaValue  = texture2D(DiffuseSampler, texCoord).a;
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    gl_FragColor = vec4(RedValue, GreenValue, BlueValue, AlphaValue);
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}
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