!!samps 1 //apply gaussian filter varying vec2 tc; #ifdef VERTEX_SHADER attribute vec2 v_texcoord; void main () { tc = v_texcoord; gl_Position = ftetransform(); } #endif #ifdef FRAGMENT_SHADER /*offset should be 1.2 pixels away from the center*/ uniform vec3 e_glowmod; void main () { gl_FragColor = 0.3125 * texture2D(s_t0, tc - e_glowmod.st) + 0.375 * texture2D(s_t0, tc) + 0.3125 * texture2D(s_t0, tc + e_glowmod.st); } #endif