#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);
}