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4 changed files with 24 additions and 16 deletions

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@ -0,0 +1,10 @@
#version 120
varying vec2 texcoord;
uniform sampler2D texture;
void main() {
gl_FragData[0] = texture2D(texture, texcoord);
}

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@ -0,0 +1,3 @@
#include "/gbuffers_basic.vsh"

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@ -8,21 +8,16 @@ float avg(float l, float c, float r) {
vec3 hblur() { vec3 hblur() {
vec3 center = texture2D(gcolor, texcoord).rgb; vec3 center = texture2D(gcolor, texcoord).rgb;
vec2 leftPos = texcoord - neighborOffset; vec3 sum = vec3(0);
vec2 rightPos = texcoord + neighborOffset; int count = 0;
for(int x = -2; x < 2; x++) {
vec3 left; vec2 pos = texcoord - (neighborOffset * x);
if(leftPos.x >= 0) if(pos.x >= 0 && pos.x < viewWidth) {
left = texture2D(gcolor, leftPos).rgb; sum += texture2D(gcolor, pos).rgb;
else count++;
left = center; }
}
vec3 right;
if(rightPos.x >= 0) return sum / count;
right = texture2D(gcolor, rightPos).rgb;
else
right = center;
return vec3(avg(left.r, center.r, right.r), avg(left.g, center.g, right.g), avg(left.b, center.b, right.b));
} }

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@ -19,7 +19,7 @@ screen.COLOR.columns=3
screen.COLOR=colorMode dithering <empty> colorDepth <empty> monoPalette hueBits satBits valBits screen.COLOR=colorMode dithering <empty> colorDepth <empty> monoPalette hueBits satBits valBits
# screen effects # screen effects
screen.SCREEN=signal wire <empty> <empty> interlacing scanline <empty> <empty> aberration screen.SCREEN=signal wire interlacing scanline <empty> <empty> aberration
# console effects # console effects
screen.CONSOLE.columns=1 screen.CONSOLE.columns=1