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- uniform sampler2D TextureSampler;
- uniform vec2 Position;
- void main()
- {
- vec4 texCoord = vec4(gl_TexCoord[0].xy, 0, 0);
- texCoord.x += (Position.x * 0.000250000);
- texCoord.y += (Position.y * 0.000250000);
- texCoord *= 0.500000;
- vec4 results = (vec4( 0.000000, 0.000000, 1.00000, 0.250000) * texture2D( TextureSampler, texCoord.xy));
- texCoord.x += ((Position.x * 0.000250000) + 0.250000);
- texCoord.y += ((Position.y * 0.000250000) - 0.150000);
- texCoord *= 0.400000;
- results += (vec4( 0.000000, 1.00000, 0.000000, 0.150000) * texture2D( TextureSampler, texCoord.xy));
- gl_FragColor = results;
- }
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