#version 120//// diffuse.frag// fragment shader//// Created by Andrzej Kapolka on 8/14/13.// Copyright 2013 High Fidelity, Inc.//// Distributed under the Apache License, Version 2.0.// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html//// the texture containing the original coloruniform sampler2D originalTexture;// the texture containing the diffused coloruniform sampler2D diffusedTexture;// the scale of diffusionuniform vec2 diffusionScale;void main(void) { vec2 minExtents = gl_TexCoord[0].st + diffusionScale * vec2(-1.5, -1.5); vec2 maxExtents = gl_TexCoord[0].st + diffusionScale * vec2(1.5, 1.5); gl_FragColor = (texture2D(diffusedTexture, minExtents) + texture2D(diffusedTexture, vec2(maxExtents.s, minExtents.t)) + texture2D(diffusedTexture, vec2(minExtents.s, maxExtents.t)) + texture2D(diffusedTexture, maxExtents)) * 0.235 + texture2D(originalTexture, gl_TexCoord[0].st) * 0.1;}
#version 120
//
// diffuse.frag
// fragment shader
//
// Created by Andrzej Kapolka on 8/14/13.
// Copyright 2013 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
// the texture containing the original color
uniform sampler2D originalTexture;
// the texture containing the diffused color
uniform sampler2D diffusedTexture;
// the scale of diffusion
uniform vec2 diffusionScale;
void main(void) {
vec2 minExtents = gl_TexCoord[0].st + diffusionScale * vec2(-1.5, -1.5);
vec2 maxExtents = gl_TexCoord[0].st + diffusionScale * vec2(1.5, 1.5);
gl_FragColor = (texture2D(diffusedTexture, minExtents) +
texture2D(diffusedTexture, vec2(maxExtents.s, minExtents.t)) +
texture2D(diffusedTexture, vec2(minExtents.s, maxExtents.t)) +
texture2D(diffusedTexture, maxExtents)) * 0.235 + texture2D(originalTexture, gl_TexCoord[0].st) * 0.1;
}