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uniform sampler2D tex0; uniform vec2 distance; uniform vec2 TX; void main (void) { vec2 texcoord = (gl_TextureMatrix[0] * gl_TexCoord[0]).st; vec4 sample = 0.5 * texture2D(tex0, texcoord - distance); sample += texture2D(tex0, texcoord); sample += 0.5 * texture2D(tex0, texcoord + distance); sample /= 2.; gl_FragColor = sample; }