motion blur for fun
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56d6cc2cc0
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@ -4,25 +4,7 @@ uniform float time; // time in seconds since shader linkage
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uniform sampler2D texture; // map texture
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uniform sampler2D texture; // map texture
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varying vec2 textureCoords; // map texture coords
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varying vec2 textureCoords; // map texture coords
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/*
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void main()
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void main()
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{
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{
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gl_FragColor = texture2D(texture, textureCoords) * color * opacity;
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gl_FragColor = texture2D(texture, textureCoords) * color * opacity;
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}
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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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@ -115,7 +115,7 @@ 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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// this is a simple blur effect
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static Timer timer;
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static Timer timer;
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if(timer.ticksElapsed() >= 15) {
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if(timer.ticksElapsed() >= 10) {
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glAccum(GL_MULT, 0.8);
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glAccum(GL_MULT, 0.8);
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glAccum(GL_ACCUM, 0.2);
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glAccum(GL_ACCUM, 0.2);
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timer.restart();
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timer.restart();
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@ -306,7 +306,7 @@ void WIN32Window::internalChooseGLVisual()
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0, // No Alpha Buffer
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0, // No Alpha Buffer
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0, // Shift Bit Ignored
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0, // Shift Bit Ignored
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0, // No Accumulation Buffer
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0, // No Accumulation Buffer
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0, 0, 0, 0, // Accumulation Bits Ignored
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8, 8, 8, 8, // Accumulation Bits Ignored
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16, // 16Bit Z-Buffer (Depth Buffer)
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16, // 16Bit Z-Buffer (Depth Buffer)
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1, // 1Bit Stencil Buffer
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1, // 1Bit Stencil Buffer
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0, // No Auxiliary Buffer
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0, // No Auxiliary Buffer
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@ -367,6 +367,7 @@ void X11Window::internalChooseGLVisual()
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GLX_USE_GL,
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GLX_USE_GL,
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GLX_RGBA,
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GLX_RGBA,
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GLX_DOUBLEBUFFER,
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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_RED_SIZE, 8,
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GLX_ACCUM_GREEN_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_BLUE_SIZE, 8,
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