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author | Hamed Zaghaghi <hamed.zaghaghi@gmail.com> | 2007-11-06 15:16:12 +0300 |
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committer | Hamed Zaghaghi <hamed.zaghaghi@gmail.com> | 2007-11-06 15:16:12 +0300 |
commit | af169b41fda5fe05d62655b782674eda2bc565e7 (patch) | |
tree | f70303d83032dffdeca399e97659cfa91fcc5d0a /source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_GrayScale2DFilter.h | |
parent | aa774427f64916ef5713c01c5d23657b61a80003 (diff) |
2d Filters updated, now you can use custom filter and write your own GLSL shader program to filter rendering result.
Diffstat (limited to 'source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_GrayScale2DFilter.h')
-rw-r--r-- | source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_GrayScale2DFilter.h | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_GrayScale2DFilter.h b/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_GrayScale2DFilter.h index c6fc4a0214d..09f58c0a350 100644 --- a/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_GrayScale2DFilter.h +++ b/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_GrayScale2DFilter.h @@ -2,11 +2,11 @@ #define __RAS_GRAYSCALE2DFILTER char * GrayScaleFragmentShader=STRINGIFY( -uniform sampler2D sampler0; +uniform sampler2D bgl_RenderedTexture; void main(void) { - vec4 texcolor = texture2D(sampler0, gl_TexCoord[0].st); + vec4 texcolor = texture2D(bgl_RenderedTexture, gl_TexCoord[0].st); float gray = dot(texcolor.rgb, vec3(0.299, 0.587, 0.114)); gl_FragColor = vec4(gray, gray, gray, texcolor.a); } |