mirror of
https://github.com/jmarshall23/Quake_4_Alpha.git
synced 2026-08-12 04:01:12 +02:00
51 lines
1.2 KiB
Plaintext
51 lines
1.2 KiB
Plaintext
uniform sampler2D BackgroundImage;
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uniform sampler2D Scope;
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varying vec2 texCoord;
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varying vec2 scopeTexCoord;
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uniform vec2 textureScale;
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uniform vec2 textureHalfScale;
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uniform vec4 backgroundColor;
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void main(void)
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{
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vec2 start, newTexCoord;
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vec4 scopeArea, blurColor;
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scopeArea = texture2D( Scope, scopeTexCoord );
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newTexCoord = texCoord - textureHalfScale;
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newTexCoord = normalize( newTexCoord );
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start = texCoord;
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if ( scopeArea.r > 0.0 )
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{
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vec4 colors[6];
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float len = scopeArea.r;
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vec2 amount = newTexCoord * len * 0.05;
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vec2 pos;
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pos = start - amount * 1.5;
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colors[0] = texture2D( BackgroundImage, pos );
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pos = start - amount * 1.4;
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colors[1] = texture2D( BackgroundImage, pos );
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pos = start - amount * 1.3;
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colors[2] = texture2D( BackgroundImage, pos );
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pos = start - amount * 1.2;
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colors[3] = texture2D( BackgroundImage, pos );
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pos = start - amount * 1.1;
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colors[4] = texture2D( BackgroundImage, pos );
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pos = start - amount * 1.0;
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colors[5] = texture2D( BackgroundImage, pos );
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gl_FragColor = (colors[0] + colors[1]+ colors[2]+ colors[3]+ colors[4]+ colors[5]) / 6.0;
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}
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else
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{
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gl_FragColor = texture2D( BackgroundImage, start );
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}
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}
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