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authorHans-Christoph Steiner <eighthave@users.sourceforge.net>2012-11-02 15:36:19 +0000
committerHans-Christoph Steiner <eighthave@users.sourceforge.net>2012-11-02 15:36:19 +0000
commitc823b2bf3165990a556d50990adf4da5cee95593 (patch)
tree733f3d3a6ed7a5e8f80d4b4553299902d89b58b8 /packages/noncvs/windows/extra/Gem/examples/10.glsl/game.frag
parent2c0b722536a4ec2f723c289b695b983741c678f8 (diff)
commit Gem 0.93.3 from http://gem.iem.at/releases/0.93.3/Gem-0.93.3-W32-i686.zip
svn path=/trunk/; revision=16521
Diffstat (limited to 'packages/noncvs/windows/extra/Gem/examples/10.glsl/game.frag')
-rw-r--r--packages/noncvs/windows/extra/Gem/examples/10.glsl/game.frag60
1 files changed, 30 insertions, 30 deletions
diff --git a/packages/noncvs/windows/extra/Gem/examples/10.glsl/game.frag b/packages/noncvs/windows/extra/Gem/examples/10.glsl/game.frag
index 9b5800d0..b71a3e16 100644
--- a/packages/noncvs/windows/extra/Gem/examples/10.glsl/game.frag
+++ b/packages/noncvs/windows/extra/Gem/examples/10.glsl/game.frag
@@ -1,30 +1,30 @@
-// Cyrille Henry 2007
-
-uniform sampler2D texture;
-
-const float dx = 1./500.; // change to gemwin dim
-
-void main (void)
-{
- vec2 tmp = (gl_TextureMatrix[0] * gl_TexCoord[0]).st;
-
- float x = tmp.s;
- float y = tmp.t;
-
- vec4 c;
- c = texture2D(texture, vec2(x-dx, y-dx));
- c += texture2D(texture, vec2(x, y-dx));
- c += texture2D(texture, vec2(x+dx, y-dx));
- c += texture2D(texture, vec2(x-dx, y));
- c += texture2D(texture, vec2(x+dx, y));
- c += texture2D(texture, vec2(x-dx, y+dx));
- c += texture2D(texture, vec2(x, y+dx));
- c += texture2D(texture, vec2(x+dx, y+dx));
-
- vec4 c1 = texture2D(texture, vec2(x, y));
-
- c.rgb = vec3(step(2.5-c1.r,c.r)*step(c.r,3.5));
- c.a = 1.;
-
- gl_FragColor = c;
-}
+// Cyrille Henry 2007
+
+uniform sampler2D texture;
+
+const float dx = 1./500.; // change to gemwin dim
+
+void main (void)
+{
+ vec2 tmp = (gl_TextureMatrix[0] * gl_TexCoord[0]).st;
+
+ float x = tmp.s;
+ float y = tmp.t;
+
+ vec4 c;
+ c = texture2D(texture, vec2(x-dx, y-dx));
+ c += texture2D(texture, vec2(x, y-dx));
+ c += texture2D(texture, vec2(x+dx, y-dx));
+ c += texture2D(texture, vec2(x-dx, y));
+ c += texture2D(texture, vec2(x+dx, y));
+ c += texture2D(texture, vec2(x-dx, y+dx));
+ c += texture2D(texture, vec2(x, y+dx));
+ c += texture2D(texture, vec2(x+dx, y+dx));
+
+ vec4 c1 = texture2D(texture, vec2(x, y));
+
+ c.rgb = vec3(step(2.5-c1.r,c.r)*step(c.r,3.5));
+ c.a = 1.;
+
+ gl_FragColor = c;
+}