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