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-rw-r--r--res/effectlib/blur.glsllib38
1 files changed, 34 insertions, 4 deletions
diff --git a/res/effectlib/blur.glsllib b/res/effectlib/blur.glsllib
index e6cd8ad..1f3abc8 100644
--- a/res/effectlib/blur.glsllib
+++ b/res/effectlib/blur.glsllib
@@ -1,3 +1,33 @@
+/****************************************************************************
+**
+** Copyright (C) 2014 NVIDIA Corporation.
+** Copyright (C) 2017 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of Qt 3D Studio.
+**
+** $QT_BEGIN_LICENSE:GPL$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 3 or (at your option) any later version
+** approved by the KDE Free Qt Foundation. The licenses are as published by
+** the Free Software Foundation and appearing in the file LICENSE.GPL3
+** included in the packaging of this file. Please review the following
+** information to ensure the GNU General Public License requirements will
+** be met: https://www.gnu.org/licenses/gpl-3.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
#ifndef BLUR_GLSLLIB
#define BLUR_GLSLLIB 1
#include "depthpass.glsllib"
@@ -82,12 +112,12 @@ void SetupHorizontalGaussianBlur( float inDestWidth, float inBlurAmount, vec2 in
{
float increment = inBlurAmount/inDestWidth;
TexCoord0 = vec2(inTexCoord.x + increment , inTexCoord.y );
- TexCoord1 = vec2(inTexCoord.x + increment * 2.0 , inTexCoord.y);
- TexCoord2 = vec2(inTexCoord.x + increment * 3.0 , inTexCoord.y);
+ TexCoord1 = vec2(inTexCoord.x + increment * 2.0 , inTexCoord.y);
+ TexCoord2 = vec2(inTexCoord.x + increment * 3.0 , inTexCoord.y);
TexCoord3 = vec2(inTexCoord.x , inTexCoord.y);
TexCoord4 = vec2(inTexCoord.x - increment , inTexCoord.y);
- TexCoord5 = vec2(inTexCoord.x - increment * 2.0 , inTexCoord.y);
- TexCoord6 = vec2(inTexCoord.x - increment * 3.0 , inTexCoord.y);
+ TexCoord5 = vec2(inTexCoord.x - increment * 2.0 , inTexCoord.y);
+ TexCoord6 = vec2(inTexCoord.x - increment * 3.0 , inTexCoord.y);
}
void SetupVerticalGaussianBlur( float inDestHeight, float inBlurAmount, vec2 inTexCoord )