2013-12-11 07:37:51 +04:00
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$input a_position, a_texcoord0
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$output v_texcoord0, v_texcoord1, v_texcoord2, v_texcoord3, v_texcoord4
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/*
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2015-01-03 01:43:11 +03:00
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* Copyright 2011-2015 Branimir Karadzic. All rights reserved.
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2013-12-11 07:37:51 +04:00
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* License: http://www.opensource.org/licenses/BSD-2-Clause
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*/
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#include "../common/common.sh"
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uniform vec4 u_smSamplingParams;
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#define u_xOffset u_smSamplingParams.z
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void main()
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{
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float offset = u_viewTexel.x*u_xOffset;
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gl_Position = mul(u_modelViewProj, vec4(a_position, 1.0) );
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v_texcoord0 = a_texcoord0;
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v_texcoord1 = vec4(a_texcoord0.x - offset*1.0, a_texcoord0.y,
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a_texcoord0.x + offset*1.0, a_texcoord0.y
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);
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v_texcoord2 = vec4(a_texcoord0.x - offset*2.0, a_texcoord0.y,
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a_texcoord0.x + offset*2.0, a_texcoord0.y
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);
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v_texcoord3 = vec4(a_texcoord0.x - offset*3.0, a_texcoord0.y,
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a_texcoord0.x + offset*3.0, a_texcoord0.y
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);
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v_texcoord4 = vec4(a_texcoord0.x - offset*4.0, a_texcoord0.y,
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a_texcoord0.x + offset*4.0, a_texcoord0.y
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);
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}
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