testing bloom and motion blur
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81dcd42fd1
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56d6cc2cc0
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@ -4,7 +4,25 @@ uniform float time; // time in seconds since shader linkage
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uniform sampler2D texture; // map texture
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varying vec2 textureCoords; // map texture coords
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/*
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void main()
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{
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gl_FragColor = texture2D(texture, textureCoords) * color * opacity;
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}
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*/
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void main()
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{
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vec4 sum = vec4(0);
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vec2 texcoord = textureCoords;
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int j;
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int i;
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for( i= -4 ;i < 4; i++)
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{
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for (j = -4; j < 4; j++)
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{
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sum += texture2D(texture, texcoord + vec2(j, i)*0.0005) * 0.008;
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}
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}
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gl_FragColor = texture2D(texture, textureCoords) * color * opacity + sum;
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}
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@ -49,6 +49,7 @@ void Graphics::init()
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#endif
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glEnable(GL_BLEND);
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glClear(GL_ACCUM_BUFFER_BIT);
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m_emptyTexture = TexturePtr(new Texture);
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@ -82,6 +83,7 @@ bool Graphics::parseOption(const std::string& option)
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void Graphics::resize(const Size& size)
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{
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setViewportSize(size);
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glClear(GL_ACCUM_BUFFER_BIT);
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// The projection matrix converts from Painter's coordinate system to GL's coordinate system
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// * GL's viewport is 2x2, Painter's is width x height
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@ -111,16 +113,14 @@ void Graphics::beginRender()
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void Graphics::endRender()
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{
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/*
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// this is a simple blur effect
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static Timer timer;
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if(timer.ticksElapsed() >= 20) {
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if(timer.ticksElapsed() >= 15) {
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glAccum(GL_MULT, 0.8);
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glAccum(GL_ACCUM, 0.2);
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timer.restart();
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}
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glAccum(GL_RETURN, 1);
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*/
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}
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void Graphics::beginClipping(const Rect& clipRect)
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@ -367,7 +367,10 @@ void X11Window::internalChooseGLVisual()
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GLX_USE_GL,
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GLX_RGBA,
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GLX_DOUBLEBUFFER,
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GLX_STENCIL_SIZE, 1,
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GLX_ACCUM_RED_SIZE, 8,
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GLX_ACCUM_GREEN_SIZE, 8,
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GLX_ACCUM_BLUE_SIZE, 8,
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GLX_ACCUM_ALPHA_SIZE, 8,
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None
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};
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