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authorHamed Zaghaghi <hamed.zaghaghi@gmail.com>2007-11-06 15:16:12 +0300
committerHamed Zaghaghi <hamed.zaghaghi@gmail.com>2007-11-06 15:16:12 +0300
commitaf169b41fda5fe05d62655b782674eda2bc565e7 (patch)
treef70303d83032dffdeca399e97659cfa91fcc5d0a /source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_GrayScale2DFilter.h
parentaa774427f64916ef5713c01c5d23657b61a80003 (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.h4
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);
}