Fix spelling bug in fragment shader
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9c038d7406
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11b1539d74
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@ -2,14 +2,14 @@
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#version 120
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#version 120
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// Sampler, contains the texture of the Entity FBO
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// Sampler, contains the texture of the Entity FBO
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uniform sampler2D DiffuseSamper;
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uniform sampler2D DiffuseSampler;
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// Contains the size of one texel
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// Contains the size of one texel
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uniform vec2 TexelSize;
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uniform vec2 TexelSize;
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void main() {
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void main() {
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// Color of the texel at this fragment
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// Color of the texel at this fragment
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vec4 centerCol = texture2D(DiffuseSamper, gl_TexCoord[0].st);
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vec4 centerCol = texture2D(DiffuseSampler, gl_TexCoord[0].st);
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// Holds the average color (for blur/glow)
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// Holds the average color (for blur/glow)
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vec4 colAvg = vec4(0, 0, 0, 0);
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vec4 colAvg = vec4(0, 0, 0, 0);
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@ -17,7 +17,7 @@ void main() {
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for(int xo = -7; xo < 7; xo++) {
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for(int xo = -7; xo < 7; xo++) {
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for(int yo = -7; yo < 7; yo++) {
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for(int yo = -7; yo < 7; yo++) {
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// Get surrounding texel color
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// Get surrounding texel color
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vec4 currCol = texture2D(DiffuseSamper, gl_TexCoord[0].st + vec2(xo * TexelSize.x, yo * TexelSize.y));
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vec4 currCol = texture2D(DiffuseSampler, gl_TexCoord[0].st + vec2(xo * TexelSize.x, yo * TexelSize.y));
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// If color has been changed (!= 0), add to average color. Alpha depends on distance to center texel
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// If color has been changed (!= 0), add to average color. Alpha depends on distance to center texel
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if(currCol.r != 0.0F || currCol.g != 0.0F || currCol.b != 0.0F) {
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if(currCol.r != 0.0F || currCol.g != 0.0F || currCol.b != 0.0F) {
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