Created
August 25, 2011 20:48
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<?xml version="1.0" encoding="UTF-8"?> | |
<shader language="GLSL"> | |
<vertex><![CDATA[ | |
void main() | |
{ | |
gl_Position = ftransform(); | |
gl_TexCoord[0] = gl_MultiTexCoord0; | |
} | |
]]></vertex> | |
<fragment><![CDATA[ | |
uniform sampler2D texture; | |
uniform vec2 rubyTextureSize; | |
void main() | |
{ | |
vec4 sum = vec4(0); | |
vec2 texcoord = vec2(gl_TexCoord[0]); | |
int j; | |
int i; | |
vec2 glaredist = vec2(1.024) / rubyTextureSize; | |
for(i = -4; i < 4; i++) | |
{ | |
for (j = -3; j < 3; j++) | |
{ | |
sum += texture2D(texture, texcoord + vec2(j, i) * glaredist) * 0.25; | |
} | |
} | |
vec4 tex = texture2D(texture, texcoord); | |
if (tex.r < 0.3) | |
{ | |
gl_FragColor = sum * sum * 0.012 + tex; | |
} | |
else | |
{ | |
if (tex.r < 0.5) | |
{ | |
gl_FragColor = sum * sum * 0.009 + tex; | |
} | |
else | |
{ | |
gl_FragColor = sum * sum * 0.0075 + tex; | |
} | |
} | |
} | |
]]></fragment> | |
</shader> |
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