From c823b2bf3165990a556d50990adf4da5cee95593 Mon Sep 17 00:00:00 2001 From: Hans-Christoph Steiner Date: Fri, 2 Nov 2012 15:36:19 +0000 Subject: 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 --- .../windows/extra/Gem/examples/10.glsl/game.frag | 60 +++++++++++----------- 1 file changed, 30 insertions(+), 30 deletions(-) (limited to 'packages/noncvs/windows/extra/Gem/examples/10.glsl/game.frag') 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; +} -- cgit v1.2.1