4 uniform sampler2D render;
11 vec2 p = gl_TexCoord[0].st;
14 float r = radius * 0.025;
17 vec4 s = texture2D(render, p) * var;
19 // float lt = (s.r + s.g + s.b) / 3;
21 for(int i = -n; i <= n; i++) {
22 vec2 off = vec2(r * i / n, 0);
23 vec4 t = texture2D(render, p + off);
24 float d = clamp(1.0 - (length(off) / r), 0.0, 1.0);
25 //float l = (t.r + t.g + t.b) / 3;
26 //l = clamp(l - lt, 0.0, 1.0);
27 //float k = d * d * d * l * l * l;