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Diffstat (limited to 'source/blender/gpu/shaders/gpu_shader_sep_gaussian_blur_frag.glsl')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_sep_gaussian_blur_frag.glsl14
1 files changed, 7 insertions, 7 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_sep_gaussian_blur_frag.glsl b/source/blender/gpu/shaders/gpu_shader_sep_gaussian_blur_frag.glsl
index 5f406c959f1..b485d2cce86 100644
--- a/source/blender/gpu/shaders/gpu_shader_sep_gaussian_blur_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_sep_gaussian_blur_frag.glsl
@@ -4,13 +4,13 @@ uniform sampler2D textureSource;
void main()
{
vec4 color = vec4(0.0);
- color += texture2D( textureSource, gl_TexCoord[0].st + vec2(-3.0 * ScaleU.x, -3.0 * ScaleU.y ) ) * 0.015625;
- color += texture2D( textureSource, gl_TexCoord[0].st + vec2(-2.0 * ScaleU.x, -2.0 * ScaleU.y ) ) * 0.09375;
- color += texture2D( textureSource, gl_TexCoord[0].st + vec2(-1.0 * ScaleU.x, -1.0 * ScaleU.y ) ) * 0.234375;
- color += texture2D( textureSource, gl_TexCoord[0].st + vec2(0.0, 0.0)) * 0.3125;
- color += texture2D( textureSource, gl_TexCoord[0].st + vec2(1.0 * ScaleU.x, 1.0 * ScaleU.y ) ) * 0.234375;
- color += texture2D( textureSource, gl_TexCoord[0].st + vec2(2.0 * ScaleU.x, 2.0 * ScaleU.y ) ) * 0.09375;
- color += texture2D( textureSource, gl_TexCoord[0].st + vec2(3.0 * ScaleU.x, 3.0 * ScaleU.y ) ) * 0.015625;
+ color += texture2D(textureSource, gl_TexCoord[0].st + vec2(-3.0 * ScaleU.x, -3.0 * ScaleU.y)) * 0.015625;
+ color += texture2D(textureSource, gl_TexCoord[0].st + vec2(-2.0 * ScaleU.x, -2.0 * ScaleU.y)) * 0.09375;
+ color += texture2D(textureSource, gl_TexCoord[0].st + vec2(-1.0 * ScaleU.x, -1.0 * ScaleU.y)) * 0.234375;
+ color += texture2D(textureSource, gl_TexCoord[0].st + vec2(0.0, 0.0)) * 0.3125;
+ color += texture2D(textureSource, gl_TexCoord[0].st + vec2(1.0 * ScaleU.x, 1.0 * ScaleU.y)) * 0.234375;
+ color += texture2D(textureSource, gl_TexCoord[0].st + vec2(2.0 * ScaleU.x, 2.0 * ScaleU.y)) * 0.09375;
+ color += texture2D(textureSource, gl_TexCoord[0].st + vec2(3.0 * ScaleU.x, 3.0 * ScaleU.y)) * 0.015625;
gl_FragColor = color;
}