Sha256: 333d397610954ac9bf5d14fa749528fc6b453dd06ee200b3d5194f863ef6e82d
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Size: 1.56 KB
Versions: 10
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Stored size: 1.56 KB
Contents
#ifdef GL_ES precision mediump float; precision mediump int; #endif #define PROCESSING_TEXTURE_SHADER uniform sampler2D texture; uniform vec2 texOffset; varying vec4 vertColor; varying vec4 vertTexCoord; void main(void) { // Grouping texcoord variables in order to make it work in the GMA 950. See post #13 // in this thread: // http://www.idevgames.com/forums/thread-3467.html vec2 tc0 = vertTexCoord.st + vec2(-texOffset.s, -texOffset.t); vec2 tc1 = vertTexCoord.st + vec2( 0.0, -texOffset.t); vec2 tc2 = vertTexCoord.st + vec2(+texOffset.s, -texOffset.t); vec2 tc3 = vertTexCoord.st + vec2(-texOffset.s, 0.0); vec2 tc4 = vertTexCoord.st + vec2( 0.0, 0.0); vec2 tc5 = vertTexCoord.st + vec2(+texOffset.s, 0.0); vec2 tc6 = vertTexCoord.st + vec2(-texOffset.s, +texOffset.t); vec2 tc7 = vertTexCoord.st + vec2( 0.0, +texOffset.t); vec2 tc8 = vertTexCoord.st + vec2(+texOffset.s, +texOffset.t); vec4 col0 = texture2D(texture, tc0); vec4 col1 = texture2D(texture, tc1); vec4 col2 = texture2D(texture, tc2); vec4 col3 = texture2D(texture, tc3); vec4 col4 = texture2D(texture, tc4); vec4 col5 = texture2D(texture, tc5); vec4 col6 = texture2D(texture, tc6); vec4 col7 = texture2D(texture, tc7); vec4 col8 = texture2D(texture, tc8); vec4 sum = (1.0 * col0 + 2.0 * col1 + 1.0 * col2 + 2.0 * col3 + 4.0 * col4 + 2.0 * col5 + 1.0 * col6 + 2.0 * col7 + 1.0 * col8) / 16.0; gl_FragColor = vec4(sum.rgb, 1.0) * vertColor; }
Version data entries
10 entries across 10 versions & 1 rubygems