diff options
Diffstat (limited to 'res/effectlib/blur.glsllib')
-rw-r--r-- | res/effectlib/blur.glsllib | 38 |
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 ) |