Update blur.glsl

made the blur spatially uniform (seemed to be a typo)
This commit is contained in:
markluffel
2013-06-22 21:10:47 -03:00
parent 05d6b280ef
commit e8e35e532e
@@ -36,7 +36,7 @@ void main(void) {
vec4 col8 = texture2D(texture, tc8);
vec4 sum = (1.0 * col0 + 2.0 * col1 + 1.0 * col2 +
2.0 * col3 + 4.0 * col4 + 2.0 * col4 +
1.0 * col5 + 2.0 * col6 + 1.0 * col7) / 16.0;
2.0 * col3 + 4.0 * col4 + 2.0 * col5 +
1.0 * col6 + 2.0 * col7 + 1.0 * col8) / 16.0;
gl_FragColor = vec4(sum.rgb, 1.0) * vertColor;
}