Attempt to fix compilation of the motion blur shader for Intel cards...

git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@9351 178a84e3-b1eb-0310-8ba1-8eac791a3b58
This commit is contained in:
funto66 2011-07-25 21:14:10 +00:00
parent b59004ae4d
commit ac836ee960

@ -21,7 +21,7 @@ void main()
vec2 texcoords = gl_TexCoord[0].st;
// Sample the color buffer
vec3 color = texture2D(color_buffer, texcoords);
vec3 color = texture2D(color_buffer, texcoords).rgb;
// Compute the blur direction.
// IMPORTANT: we don't normalize it so that it avoids a glitch around BLUR_DIR_CENTER,
@ -45,15 +45,15 @@ void main()
blur_dir *= blur_factor;
// Compute the blur
vec2 inc_vec = blur_dir / NB_SAMPLES;
vec2 inc_vec = blur_dir / vec2(NB_SAMPLES);
vec2 blur_texcoords = texcoords + inc_vec;
for(int i=1 ; i < NB_SAMPLES ; i++)
{
color += texture2D(color_buffer, blur_texcoords);
blur_texcoords += inc_vec;
}
color /= NB_SAMPLES;
gl_FragColor = vec4(color, 0.0);
color /= vec3(NB_SAMPLES);
gl_FragColor = vec4(color, 1.0);
// Keep this commented line for debugging:
// gl_FragColor = vec4(blur_factor, blur_factor, blur_factor, 0.0);