rhythmbullet/android/assets/shaders/glow_frag.glsl

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uniform sampler2D u_texture;
uniform vec2 vTexCoord;
void main()
{
vec4 sum = vec4(0);
vec2 texcoord = vTexCoord;
int j;
int i;
for( i= -4 ;i < 4; i++)
{
for (j = -3; j < 3; j++)
{
sum += texture2D(u_texture, texcoord + vec2(j, i)*0.004) * 0.25;
}
}
if (texture2D(u_texture, texcoord).r < 0.3)
{
gl_FragColor = sum*sum*0.012 + texture2D(u_texture, texcoord);
}
else
{
if (texture2D(u_texture, texcoord).r < 0.5)
{
gl_FragColor = sum*sum*0.009 + texture2D(u_texture, texcoord);
}
else
{
gl_FragColor = sum*sum*0.0075 + texture2D(u_texture, texcoord);
}
}
}