2014-01-04 19:08:00 -05:00
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#version 130
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2013-11-30 16:33:06 -05:00
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uniform sampler2D tex;
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uniform vec2 pixel;
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// Separated penumbra, vertical
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void main()
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{
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float sum = 0.0;
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vec4 tmp;
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float X = gl_TexCoord[0].x;
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float Y = gl_TexCoord[0].y;
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float width = 0.0;
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float zsum = 0.00001;
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tmp = texture2D(tex, vec2(X, Y - 5.13333 * pixel.y));
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sum += tmp.x * 0.00640869;
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zsum += tmp.z;
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width += tmp.y;
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tmp = texture2D(tex, vec2(X, Y - 3.26667 * pixel.y));
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sum += tmp.x * 0.083313;
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zsum += tmp.z;
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width += tmp.y;
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tmp = texture2D(tex, vec2(X, Y - 1.4 * pixel.y));
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sum += tmp.x * 0.305481;
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zsum += tmp.z;
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width += tmp.y;
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tmp = texture2D(tex, vec2(X, Y));
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sum += tmp.x * 0.209473;
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zsum += tmp.z;
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width += tmp.y;
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tmp = texture2D(tex, vec2(X, Y + 1.4 * pixel.y));
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sum += tmp.x * 0.305481;
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zsum += tmp.z;
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width += tmp.y;
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tmp = texture2D(tex, vec2(X, Y + 3.26667 * pixel.y));
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sum += tmp.x * 0.083313;
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zsum += tmp.z;
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width += tmp.y;
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tmp = texture2D(tex, vec2(X, Y + 5.13333 * pixel.y));
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sum += tmp.x * 0.00640869;
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zsum += tmp.z;
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width += tmp.y;
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float hasz = step(0.7, zsum);
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gl_FragColor = vec4(sum, (width / zsum) * hasz, hasz, 1.0);
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}
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