From d7174df70530cb49c5053c1cb19da6e027b8ea41 Mon Sep 17 00:00:00 2001 From: divverent Date: Sat, 10 Jan 2009 19:46:57 +0000 Subject: [PATCH] rotate the blur pentagram by 180 degrees :P git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@8643 d7cf8633-e32d-0410-b094-e92efae38249 --- gl_rmain.c | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) diff --git a/gl_rmain.c b/gl_rmain.c index b48508a3..b229b4b4 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -497,11 +497,11 @@ static const char *builtinshaderstring = "#ifdef USEPOSTPROCESSING\n" "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n" "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n" -" gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.987688, 0.156434)) * UserVec1.y;\n" -" gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.156434, 0.891007)) * UserVec1.y;\n" -" gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.891007, 0.453990)) * UserVec1.y;\n" -" gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.707107, -0.707107)) * UserVec1.y;\n" -" gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.453990, -0.891007)) * UserVec1.y;\n" +" gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n" +" gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n" +" gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n" +" gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n" +" gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n" " gl_FragColor /= (1 + 5 * UserVec1.y);\n" "#endif\n" "\n" -- 2.39.2