#include "blur.glsllib" void vert() { SetupHorizontalGaussianBlur3Tap( Texture0Info.x, 1.0, TexCoord ); } void frag() { vec4 src = texture2D_0(TexCoord); float Trailfade = 1.0 - fadeAmount; vec4 OutCol = GaussianBlur3TapPremultiplied( GlowSampler ) * Trailfade; // change the color so that it looks different. saturate it a bit. float srcSum = dot(vec3(1.0), src.rgb); src.rgb = src.rgb * 0.7 + vec3(srcSum,srcSum,srcSum) * 0.3; gl_FragColor.rgb = (1.0 - src.a) * OutCol.rgb + src.rgb; gl_FragColor.a = src.a + OutCol.a; } void vert() { SetupVerticalGaussianBlur3Tap( Texture0Info.y, 1.0, TexCoord ); } void frag() // PS_Blur_Vertical { vec4 OutCol = GaussianBlur3TapPremultiplied( Texture0 ); gl_FragColor = OutCol; } void frag() { vec4 src = texture2D_0(TexCoord); vec4 dst = texture2D_Sprite(TexCoord); colorOutput(src * (1.0-dst.a) + dst); }